US20120157210A1 - Geogame for mobile device - Google Patents

Geogame for mobile device Download PDF

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US20120157210A1
US20120157210A1 US12/969,386 US96938610A US2012157210A1 US 20120157210 A1 US20120157210 A1 US 20120157210A1 US 96938610 A US96938610 A US 96938610A US 2012157210 A1 US2012157210 A1 US 2012157210A1
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virtual object
boundary
player
geogame
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Robert J. Hall
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AT&T Intellectual Property I LP
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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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/216Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/47Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • 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
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • 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
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • 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
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5573Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history player location
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5593Details of game data or player data management involving scheduling aspects
    • 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
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video

Definitions

  • the technical field generally relates to a game based on the geographic location (geolocation-based game or geogame) of the players, and more specifically to geolocation-based gaming using a scalable tiered geocast protocol, and even more specifically to a geolocation-based game wherein according to the rules of the geogame, players capture and/or avoid virtual objects.
  • Video games are extremely popular. As a result of advances in technology, physical activity of a player can be incorporated into a video game (e.g., Nintendo's® WiiTM) Players of video games involving physical activity and/or movement are typically limited to playing the games within restricted environments. For example, players of many gaming systems interact with the gaming system via wired and/or wireless controllers. The controllers have a limited range, thus, limiting physical video games to indoor use within a limited range from a gaming console and/or home entertainment system. Even wireless controllers limit game play to a small portion of a room by ultra short-range signals used to allow a player to see the video monitor. Often game consoles must be positioned on a stable, flat surface, and require 110 volt connections to a power supply. These characteristics leave gaming consoles with little to no portability.
  • a video game e.g., Nintendo's® WiiTM
  • the controllers have a limited range, thus, limiting physical video games to indoor use within a limited range from a gaming console and/
  • Multiplayer versions of video games involving physical movement typically allow multiple players to compete against one another.
  • Players may be located within one physical area, with simultaneous access to one gaming console, or may be located at various physical areas and link up over a network such as the Internet.
  • a network such as the Internet.
  • players engaged in a multiplayer game from different physical locations still have the above described limited movement restriction imposed upon them.
  • these games typically rely on the constant presence of wireless and/or wireline network connectivity. If access to the network is interrupted, for even very short periods of time, the multiplayer gaming experience can be deteriorated or lost altogether. Thus, it is sometimes not possible to enjoy multiplayer gaming involving physical movement at all, for example in a remote geographic area with limited or no network service available.
  • geogames Various types of geographic location based games (geogames) and mechanisms for implementing geogames are described herein. Also described is a geographic broadcast (“geocast”) protocol for implementing geogames.
  • players actual persons
  • WTs wireless terminals
  • virtual objects can be stationary, move in accordance with deterministic pattern, move randomly, or any combination thereof.
  • virtual good objects remain stationary, and a player, or players, acquires points by capturing virtual good objects. A player captures a virtual good object by occupying the geographic location of the virtual object.
  • virtual good objects move in deterministic patterns, and a player, or players, acquires points by capturing virtual good objects.
  • virtual good objects move randomly, and a player, or players, acquires points by capturing a virtual object.
  • virtual objects move away from a player as a player gets close to the virtual object.
  • bad virtual objects can remain stationary, move in accordance with deterministic patterns, move randomly, and/or chase players.
  • captured virtual objects can be used to attack other players and/or virtual objects.
  • FIG. 1 illustrates an example mobile ad hoc network in which geogaming may be implemented.
  • FIG. 2 illustrates example communications in an ad hoc network in which geogaming can be implemented via a WiFi access point.
  • FIG. 3 illustrates an example mobile ad hoc network in which geogaming can be implemented utilizing tiered geocasting and forwarding zones.
  • FIG. 4 comprising FIG. 4A-FIG . 4 E depict example geocast regions or boundaries.
  • FIG. 5 depicts a geogame player located in a geogame play region as rendered on a wireless terminal.
  • FIG. 6 depicts “good” virtual objects.
  • FIG. 7 depicts “bad” virtual objects.
  • FIG. 8 depicts good virtual objects 50 and bad virtual objects 52 located in a player's game play region.
  • FIG. 9 depicts multiple geogame players along with good virtual objects and bad virtual objects, as rendered on a wireless terminal.
  • FIG. 10 depicts an example location and boundary of a virtual object.
  • FIG. 11 depicts renderings of multiple players and multiple virtual objects in different, distinct, physical locations.
  • FIG. 12 depicts a good virtual object being converted to an attack virtual object.
  • FIG. 13 depicts a list from which a player can select a destination, termination, boundary, region, or the like.
  • FIG. 14 depicts a position of a player on a map displayed on a wireless communications device.
  • FIG. 15 depicts an example rendering of a start time of a geogame.
  • FIG. 16 is an example depiction of multiple players having joined the geogame.
  • FIG. 17 is a flow diagram of an example process for playing a geogame.
  • FIG. 18 is an illustration of an example relationship between event history and state values in a geogame.
  • FIG. 19 is a depiction of an example a global event history.
  • FIG. 20 is another flow diagram of an example process for playing a geogame.
  • FIG. 21 is a block diagram of an example communications device configured to facilitate geogaming.
  • FIG. 22 depicts an overall block diagram of an exemplary packet-based mobile cellular network environment, such as a GPRS network, within which geogaming can be implemented.
  • a packet-based mobile cellular network environment such as a GPRS network
  • FIG. 23 illustrates an architecture of a typical GPRS network within which geogaming can be implemented.
  • FIG. 24 illustrates an exemplary block diagram view of a GSM/GPRS/IP multimedia network architecture within which geogaming can be implemented.
  • FIG. 25 illustrates a PLMN block diagram view of an exemplary architecture in which the geogaming may be incorporated.
  • geogaming Various embodiments of geographic location based gaming, referred to as geogaming, and implementation mechanisms for geogaming are described herein.
  • the described embodiments are merely examples that may be embodied in various and alternative forms, and combinations thereof.
  • “exemplary,” and similar terms refer expansively to embodiments that serve as an illustration, specimen, model, or pattern.
  • the figures are not necessarily to scale and some features may be exaggerated or minimized, such as to show details of particular components.
  • well-known components, systems, materials, or methods have not been described in detail in order to avoid obscuring the instant disclosure. Therefore, specific structural and functional details disclosed herein are not to be interpreted as limiting, but rather as a basis for the claims and as a representative basis for teaching one skilled in the art how to employ the teachings instant application in various ways.
  • geogaming also can be implemented in combination with other program modules and/or as a combination of hardware and software.
  • application or variants thereof, is used expansively herein to include routines, program modules, programs, components, data structures, algorithms, and the like. Applications can be implemented on various system configurations, including single-processor or multiprocessor systems, minicomputers, mainframe computers, personal computers, hand-held computing devices, microprocessor-based, programmable consumer electronics, combinations thereof, or the like.
  • geogaming is implemented via a scalable, wireless, geographic broadcast (“geocast”) protocol.
  • Geogaming via a geocast protocol enables multiplayer gaming between mobile communication devices, such as wireless terminals (WTs) without relying on traditional network elements. No gaming console is required, thus eliminating the venue restrictions imposed by wired controllers and/or wireless controllers with limited ranges.
  • Geogames can be played in wide open spaces, either indoors or outdoors.
  • Geogaming can be fully distributed over an ad hoc network of mobile communications devices, eliminating the need for traditional mobile communications infrastructure and central servers. Because no network infrastructure is required to play, geogaming can take place in remote areas with little or no network access; for example in the middle of the woods.
  • geocast protocol The scalable nature of the geocast protocol enables geogames to function equally well in both remote areas and crowded areas containing both geogame players and other users of mobile communications devices. Because multiplayer geogames do not require constant communication with a central server, game play can be more physically active and geographically wide ranging. Geogaming using tiered geocasting enables geogame players to participate in multiplayer gaming spanning great distances. For example, players on separate continents may participate in a single multiplayer geogame.
  • WTs taking part in a geogame are programmed with a geogaming application, which uses geolocation information obtained from a locating system, such as, for example, a global positioning system (GPS), or the like.
  • a locating system such as, for example, a global positioning system (GPS), or the like.
  • the geogaming application of each WT in the game controls a position of a simulated or virtual player based on location data received from the location system.
  • the geogaming application in the WT uses movement data from an inertial unit, or the like, of the WT to control a posture and/or movement of a virtual player, and/or to render (e.g., display) a posture and/or movement of an actual player, to determine and control locations of virtual objects, and/or to render locations of virtual objects.
  • the scalable tiered geocast communication protocol is programmed into each WT taking part in the geogame, and any WT that operates to relay communications to or from the WTs taking part in the geogame.
  • the WTs taking part in the geogame share changed game conditions, such as WT geolocation, between them via geocast data packets transmitted over one or both of a first tier, short-range, network, and a second tier, long-range, network according to transmission heuristics of the tiered geocast protocol.
  • the herein described geogaming architecture can be used to facilitate a wide variety of geogames.
  • a geogame which is described in U.S. patent application Ser. No. 12/835,385, entitled “Location Based Mobile Gaming Application And Method For Implementing The Same Using A Scalable Tiered Geocast Protocol,” filed Jul. 13, 2010, which is incorporated by reference herein in its entirety, involves players virtually hitting, or virtually catching and throwing, back and forth a game object, such as a virtual ball or flying disc. Movements of the virtual game object are also shared between WTs in geocast data packets transmitted according to the tiered geocast protocol.
  • other game information such as location and size of predefined playing areas, and scoring during the game, are propagated in geocast data packets according to the tiered geocast protocol.
  • Another example geogame which is described in U.S. patent application Ser. No. 12/644,293, entitled “Augmented Reality Gaming Via Geographic Messaging,” filed Dec. 22, 2009, which is incorporated by reference herein in its entirety, involves a virtual mortar shell or a virtual nuclear strike in a military simulation game.
  • Yet another example geogame also described in U.S. patent application Ser. No. 12/644,293, involves a virtual unmanned aerial vehicle (UAV), which can provide reconnaissance information about the location of other players of a geogame.
  • UAV unmanned aerial vehicle
  • distributed virtual objects are controlled by using a scalable wireless geocast protocol to propagate timely messaging.
  • several distributed algorithms operate to distribute virtual object state updates.
  • the geogame comprises multiple levels, with each level presenting different types of challenges and different virtual object behaviors.
  • a set of “good” virtual objects fly randomly around the landscape, while the user must run/move so that the user's device detects its location to lie within the boundary of a virtual object, thereby ‘catching’ it and obtaining points.
  • state changes are propagated to all players in the area (via geocast messaging).
  • Another example level adds “bad” virtual objects.
  • each WT taking part in the geogame is programmed with the scalable tiered geocast communication protocol.
  • a type of scalable protocol is the mobile ad hoc network geocast protocol.
  • geogaming can be occasioned in all types of network scenarios, including those in which relevant areas are densely populated with participating WTs, those in which areas are sparsely populated, and even in areas long-range infrastructure such as cell towers, WIFI hotspot or other Internet router are not reachable by the WTs taking part in the game.
  • Geocast protocols differ from a traditional Internet protocol (IP) such as the uniform datagram protocol (UDP) in that messages are addressed to a destination geocast region instead of an IP address, such as an UDP address.
  • IP Internet protocol
  • UDP uniform datagram protocol
  • WTs in a target area do not need to register to a group address, as required of some other protocols.
  • each geocast data packet is assigned, at origination, a globally unique packet serial number.
  • the unique packet serial number is read by participating devices according to the protocol to, for example, determine whether a particular data packet is being received for a first time or has been received before.
  • the packet serial number and all other packet information may be positioned in a header or body of the data packet.
  • the geogaming application is in some embodiments configured to store pre-set or previously identified geocast destination, locations, region, or the like, and allow the initiating player to select appropriately for geocasting.
  • Geocast data packets are transmitted according to heuristics of a tiered geocast protocol, which is described in more detail herein, to a destination geocast region for reception by all devices located in the region that are programmed with the geocast protocol, i.e., participating devices.
  • the tiered geocast protocol of the present disclosure improves on single-network geocasting by providing the heuristics, or decision rules, for selectively propagating geocast data packets within a relatively short-range, peer-to-peer network, and bridging packets onto a long-range network for long-distance transport depending on various circumstances.
  • Each participating WT and other nodes e.g., WIFI access point or other router
  • the geocast system is configured such that a transmitting WT receives a confirmation that a geocast data packet was transmitted successfully.
  • a transmitting WT receives a confirmation that a geocast data packet was transmitted successfully.
  • at least one of the WTs in a geocasting destination region could return geocast a confirmation data packet indicating that the packet was received by a WT in the region.
  • the protocol is based on a geographical address and not a device-specific address
  • a device-specific address of a target WT participating in the game is included in a geocast and the target WT initiates inclusion in a return geocast data packet of a confirmation of receipt message to the originating WT.
  • a geocast data packet includes one or more fields, such as in a header or body of the packet, in which information related to a path taken by a packet is recorded.
  • a receiving node e.g., WT or Internet router
  • receiving a geocast can retrieve data from the geocast header to identify an ordered list of the nodes whose transmissions led to the receiving node receiving it. In this way, path discovery is integrated into the transmission process. Any node can also use this information to send a source-routed unicast back to any node along the path, which is termed reverse-path forwarding (RPF).
  • RPF reverse-path forwarding
  • the geogaming application of the present disclosure may be implemented in connection with a protocol and communication system using other types of networks as well as or instead of those described herein, and in connection with more than two network tiers.
  • Propagations over the short-range network are made between devices programmed with the scalable tiered geocast protocol, whereby adjacent devices are within range of each other, such as radio range (e.g., 100 meters).
  • the WTs and tiered geocast protocol are configured to transmit geocast data packets over one or more short-range networks, including existing wireless local area networks (WLANs), such an IEEE 802.11 network.
  • WLANs wireless local area networks
  • a geocast data packet from the first device would be broadcasted and participating intermediate devices would receive and retransmit the geocast data packet until it reached the geocast region, without need for transmission over an Internet router or other base station.
  • the geocast data packet can be broadcast to the geocast region in one or two hops.
  • Geogaming is particularly suited to highly mobile devices without requiring connection to an infrastructure-based communications network.
  • a mobile ad hoc network is an example of such a set of devices.
  • Mobile ad hoc networks extend the reach of data networking into areas and scenarios in which infrastructure-based networking is impossible or impractical.
  • mobile ad hoc networks can allow first responders to use networked messaging and information applications in a zone where the network infrastructure has been destroyed by a disaster.
  • Mobile ad hoc networks can provide military units operating in battlefield situations lacking infrastructure the same types of benefits as infrastructure-based networks.
  • Mobile ad hoc networks can allow networking among low resource nodes, such as man-worn devices powered by lightweight wearable batteries, by allowing units to relay each other's short-range transmissions, instead of each unit transmitting long range directly to the destination.
  • geogaming To better understand geogaming and applications thereof, a description of mobile ad hoc networks is provided. In is to be understood however, that applications of geogaming are not limited to mobile ad hoc networks. Rather, geogaming is applicable to any appropriate device or group of devices.
  • a mobile ad hoc network comprises communications devices (also referred to as nodes) that communicate with each other via geographical broadcasting, referred to as geocasting.
  • Geocasting is described in U.S. Pat. No. 7,525,933, entitled “System And Method For Mobile Ad Hoc Network,” filed Nov. 30, 2005, issued Apr. 28, 2009, and is incorporated by reference herein in its entirety.
  • Geocasting uses a protocol in which an IP address is replaced with a geographic address.
  • each geocast message comprises an indication of a location of a geographic region of intended reception of the geocast message.
  • a packet is sent to every communications device located within a specific geographic region.
  • the packet can contain an indication of the location of the sender, an indication of the geographic region, a payload, or a combination thereof, or the like.
  • the communications devices in the geographic region, and any other communications devices that can communicate with them, are referred to, collectively, as a mobile ad hoc network. No registration is required to become a member of the mobile ad hoc network. Any communications device in the mobile ad hoc network can send a message to any or every communications device in the mobile ad hoc network. As communications devices move within communications range of any member of the mobile ad hoc network, they can become members of the mobile ad hoc network without requiring registration. The communications devices of the ad hoc network of communications devices communicate with each other.
  • the ad hoc network of communications devices does not require base station terminals to control communications between the mobile devices.
  • base stations or routers may be used to relay messages between different mobile ad hoc networks, or to use other network transports such as other traditional internet protocol networks, such as the internet, to bridge messages between mobile ad hoc networks.
  • Each communications device is capable of receiving and/or transmitting data packets to and/or from other communications devices in the mobile ad hoc network.
  • a communications device transfers packets to other communications devices according to heuristic decision rules that determine whether a receiving device will re-transmit a received packet. These rules effectively guide packets to their destinations and control communication traffic within the ad hoc network.
  • the decision rules achieve this control by using statistics obtained and recorded by a communications device as it receives packets transmitted within reception range within its environment. This distributed packet transfer mechanism results in packets “flowing” to and throughout the geocast region specified in each packet.
  • the communications devices in the geocast region receive and process each distinct packet, typically rendering the content to the user via a user interface of a communications device. Two packets are distinct if they contain distinct geocast identifiers. However, a re-transmitted copy of a packet generally will contain the same geocast identifier as the original packet.
  • FIG. 1 illustrates an example mobile ad hoc network in which geogaming may be implemented.
  • Communications devices (nodes) in the mobile ad hoc network can communicate via RF encoded with geographic information, via Bluetooth technology, via WiFI (e.g., in accordance with the 802.11 standard), or the like, or any combination thereof.
  • communication devices 12 , 14 , 16 , 18 , and 20 form a mobile ad hoc network.
  • communication device 12 communicates with communications device 14 directly (e.g., via Bluetooth).
  • Communication device 14 communicates with communications device 16 , and thus can retransmit information received from communications device 12 to communications device 16 , and vice versa (retransmit information received from communications device 16 to communications device 12 ).
  • Communications device 16 communicates with communications devices 18 and 20 , and can relay information from/to communications devices 18 and/or 20 to/from communications devices 12 and/or 14 .
  • node A can receive from node B but node B can not receive from node A.
  • This asymmetric style of communication is potential likely in a mobile ad hoc network.
  • communications devices that receive a message can resend the message in accordance with the scalable wireless geocast protocol.
  • a communication device's ability to retransmit a message can be based on the number of times the message was previously received, the communication device's proximity with respect to the communications devices from which the message was sent, and/or the communication device's proximity to the geocast region. This can be implemented as a three step location-based approach, which is described in detail in the aforementioned U.S. Pat. No. 7,525,933, entitled “System And Method For Mobile Ad Hoc Network,” filed Nov. 30, 2005, issued Apr. 28, 2009.
  • the receiving communication device determines whether it has previously received the same message at least a predetermined number (N) of times. If not, it retransmits the message over the ad hoc network of communications devices. If so, the communications device progresses to the second step and determines whether the sending communications device is closer than some minimum distance away. If no prior transmitter of the message was closer than some minimum distance away, the communications device retransmits the message over the ad hoc network of communications devices. Otherwise, the communications device progresses to the third step and determines whether it is closer to the center of the geocast region than any sending communications device from which the message was received. If so, the communications device transmits the message over the ad hoc network of communications devices. If not, the communications device does not retransmit the message.
  • N predetermined number
  • This location-based approach prevents the receiving communications device from retransmitting a message that was most likely already retransmitted by another communications device located close to it (and thus most likely reaching the same neighboring communications devices that it can reach). In addition, this location-based approach reduces the chance that the communications device will retransmit the same message multiple times to the same neighboring communications devices.
  • a mobile ad hoc network does not require a communications network infrastructure or a WiFi access point.
  • a mobile ad hoc network can utilize WiFi access points and/or a communications network infrastructure.
  • FIG. 2 illustrates example communications in an ad hoc network in which geogaming can be implemented via a WiFi access point.
  • communication devices 26 , 28 , 30 , 36 , and 38 form a mobile ad hoc network and communication device 32 and 34 form another mobile ad hoc network.
  • Coverage area 22 which is the area covered by a WiFi access point 40 , covers communication devices 26 and 28 .
  • Coverage area 24 which is the area covered by another WiFi access point 42 covers communication device 32 .
  • communication device 34 transmits to communication device 32 directly (e.g., via Bluetooth).
  • Communication device 32 retransmits to a WiFi access point 42 which in turn retransmits to the other WiFi access point 40 .
  • Communication devices 26 and 28 receive the transmission from the WiFi access point 40 , and communication device 28 retransmits directly to communication device 30 .
  • communication device 30 retransmits to other communication devices 36 and 38 .
  • FIG. 3 illustrates an example mobile ad hoc network in which geogaming can be implemented utilizing tiered geocasting and forwarding zones.
  • Tiered geocasting uses long range (LR) transmitters (such as communications devices, etc), infrastructure, a communications network, a cellular tower, or a combination thereof, when available.
  • LR long range
  • Tiered geocasting assumes that at least one tier is usable by at least one of the communications devices.
  • a long range tier is a tier wherein characteristic message transfers between devices occur over a longer physical range than those over some other tier.
  • a long range tier can be wireless, wired, or a combination thereof.
  • a forwarding zone can be utilized to implement tiered geocasting.
  • a common forwarding zone can be defined for all geocast packets or different forwarding zones can be defined for each type of geocast packet.
  • Forwarding zones (as shown in FIG. 3 , for example and without limitation) can be defined differently in different tiers, even for the same packet type or even same packet.
  • forwarding heuristics can be applied independently per tier, with bridging at multi-tier capable nodes.
  • a communications device retransmits a packet only if the communications device is located within the forwarding zone defined for the packet's type. This determination is in addition to the determinations described above and, if the communications device is not in the forwarding zone, the packet will not be retransmitted, even if one or more of the above conditions would otherwise have caused a retransmission hold.
  • nodes e.g., communications devices
  • D 1 , D 2 , D 3 , D 4 , D 5 , D 6 , and D 7 are at various locations within short range (SR) and long range (LR) tiers. All of devices D 1 , D 2 , D 3 , D 4 , D 5 , D 6 , and D 7 together form a mobile ad hoc network, with devices D 5 , D 6 , and D 7 being located in geocast region Y, hence being targets of a message sent by D 1 .
  • SR short range
  • LR long range
  • Each communications device D 1 , D 2 , D 3 , D 4 , D 5 , D 6 , and D 7 can determine its own geographical location through any type of location determination system including, for example, the Global Positioning System (GPS), assisted GPS (A-GPS), time difference of arrival calculations, configured constant location (in the case of non-moving nodes), any combination thereof, or any other appropriate means.
  • Each communications device is operable to transmit and receive packets on a mobile ad hoc network.
  • some subset (possibly all) of the communications devices may be operable to transmit and receive packets over the long range tier network. For example, though not a limitation, in FIG.
  • the long-rang tier network can be any network in which packets can be transmitted from one long range capable communications device to another long range capable communications device.
  • packet networks can include, for example, an infrastructure-based network comprising wireless base stations (for up- and down-link) operating on a separate frequency from that used by an ad hoc network.
  • the long rang tier network also could be implemented simply as another instance of an ad hoc network using distinct radio frequencies and possibly longer radio ranges.
  • Communications device D 1 transmits the message, and communications device D 2 receives the transmission from communications device D 1 .
  • Communications device D 2 retransmits (transmission 2 a ), within the short range tier and in accordance with the heuristics for the short range forwarding zone (SRFZ) as well as within the long range tier (transmission 2 b ).
  • Communications D 2 with long range transmission capability (in the long range tier) retransmits in the long range tier as well (transmission 2 b ).
  • Communications device D 3 receives the transmission 2 b from communications device D 2 and retransmits (as transmission 3 ) in the long range tier only.
  • Communications device D 4 receives the transmission 3 from communications device D 3 and retransmits both on the long and short range tiers, resulting in transmission 4 a in the long range tier and 4 b in the short range tier.
  • Communications device D 5 within geocast region Y, receives the transmission 4 a , and in turn retransmits (transmission 5 ) within the geocast region Y. Transmission 5 is received by the other devices in geocast region Y, namely devices D 6 and D 7 , thus completing the geocast message transfer.
  • Geocast origination, destination, and termination regions can be defined by geographic parameters and may have any size and shape.
  • the regions may be defined by three or more bounding geographic coordinates, forming a triangle, rectangle, or other shape, or a single geographic coordinate and a radius or diameter, forming a geocast region.
  • an initiating player selects a region indirectly by identifying a target player with whom the initiating player wishes to play.
  • the geocast region may be defined by the initiating WT, the target WT, or other entity, such as a remote server facilitating game initiation and/or play.
  • the geocast region may be defined, at least in part, based on a location of the target WT.
  • the location of the target WT is obtained from the target WT or other sources such as from a network resource, like a home location register (HLR) to which the target WT is associated.
  • HLR home location register
  • FIG. 4 comprising FIG. 4A-FIG . 4 E depict example geocast regions or boundaries.
  • a geocast region may be defined to be a single point 40 , as depicted in FIG. 4A .
  • a point geocast region may be defined by a longitude value and a latitude value (not shown).
  • a point above the surface of the earth could be defined by providing an altitude value in addition to longitude and latitude values.
  • a geocast region may also comprise multiple single points (not shown) such as the single point 40 . Location points such as point 40 may be used as the building blocks for more complex geocast region geometries, as described herein.
  • FIG. 4B depicts a geocast region defined by a point 40 in combination with a radius 42 .
  • the geocast region of this example will comprise the area enclosed by the radius, and may include the space above the area as well.
  • a geocast region could also be defined as the overlap region between two or more circular geocast regions (not shown).
  • FIG. 4C depicts a more complex geometry formed from a series of points 40 interconnected with straight boundary lines. This technique of geocast region definition is similar to the techniques typically used in the definition of parcels of real property.
  • FIGS. 4D and 4E depict the creation of one or more geocast regions within a single geographic footprint.
  • FIG. 4D depicts creating a geocast region for a specific floor of a building 44 .
  • the single floor geocast region is defined as the volume of space between upper and lower areas, each formed using a series of points 40 set at corners of the buildings.
  • Geocast regions may also be defined to change in size, geographic location, etc. with time (not shown), essentially allowing the creation of geocast geogaming regions in four dimensions. For example a geogaming region corresponding to a virtual playing field may be defined to change size, shape, and/or geographic location over time as the number of participating geogame players fluctuates.
  • Geocast sub-regions may be defined within a particular geocast region using the above techniques. It should be noted that the techniques described with reference to FIGS. 4A-4E are merely examples, and the scope of the instant disclosure should not be limited thereto. Other geogaming region geometries and techniques for defining geogaming regions may be recognized by those skilled in the art, and are meant to be included within the scope of the instant disclosure.
  • a player can select a geocast region or the like, by making one or more selections on a map and/or from a list. For example, if a player on a college campus in New York wishes to initiate play with one or more players located on a college campus in London, the initiating player may select the campus in London, or a desired portion of the campus, such as a particular fraternity house selected by map input and/or from a list, as the geocast region, or the like.
  • FIG. 5 depicts a geogame player 45 located in a geogame play region as rendered on a wireless terminal, WT 200 .
  • the player is rendered on the wireless terminal, WT, as a circle with a dot therein.
  • Players can be rendered in any appropriate format.
  • players can be rendered in different colors, by different shapes, via animation, via icons, via text, via numbers, via avatars, or the like, or any combination thereof.
  • the game play region can be any appropriate region.
  • a player can define a region by boundaries, select a region from a list of predetermined regions, define a region based on the player's geographical location, or any combination thereof.
  • FIG. 6 depicts “good” virtual objects 50 .
  • good virtual objects For the sake of clarity, only three good virtual objects are designed with the number 50 .
  • each good virtual object is rendered on the wireless terminal, WT 200 , as a circle with an “X” therein.
  • Good virtual objects can be rendered in any appropriate format.
  • good virtual objects can be rendered in different colors, by different shapes, via animation, via icons, via text, via numbers, via avatars, or the like, or any combination thereof.
  • FIG. 7 depicts “bad” virtual objects 52 .
  • each bad virtual object is rendered on the wireless terminal, WT 200 , as a circle with an “Y” therein.
  • Bad virtual objects can be rendered in any appropriate format.
  • bad virtual objects can be rendered in different colors, by different shapes, via animation, via icons, via text, via numbers, via avatars, or the like, or any combination thereof.
  • virtual objects can be rendered as creatures or imaginary entities, such as butterflies, fireflies, moths, birds, fairies, or the like. Creatures can be rendered as good creatures and bad creatures. And, as the creatures/entities appear to fly and/or float, players capture and/or avoid the creatures/entities per rules of the geogame.
  • FIG. 8 depicts good virtual objects 50 and bad virtual objects 52 located in a player's game play region as depicted on WT 200 .
  • FIG. 9 depicts another geogame player 47 located in the same geogame play region as player 45 , along with good virtual objects 50 and bad virtual objects 52 , as rendered on a wireless terminal, WT 200 .
  • the player 47 is rendered on the wireless terminal, WT, as a square with a dot therein.
  • Players can be rendered in any appropriate format.
  • players can be rendered in different colors, by different shapes, via animation, via icons, via text, via numbers, via avatars, or the like, or any combination thereof.
  • the game play region can be any appropriate region.
  • a player can define a region by boundaries, select a region from a list of predetermined regions, define a region based on the player's geographical location, or any combination thereof.
  • geogame player 9 is playing the geogame in the same geographic region as geogame player 45 . However, as described in more detail below, this is not necessary.
  • FIG. 10 depicts an example location and boundary of a virtual object.
  • the geographic boundary associated with the location of the virtual object 54 is defined by the border 56 .
  • the virtual object 54 is denoted by the letter “V” so as not to be considered a good or bad virtual object, but rather a generic virtual object for the purpose of this discussion.
  • Border 56 can define an area or a volume.
  • the circle depicted as the perimeter 56 of virtual object 54 can represent any appropriate two or three dimensional shape, such as, for example, a circle, an ellipse, a sphere, an ellipsoid, a spheroid, or the like.
  • a player can represent a three dimensional player.
  • the circle depicted on the perimeter of player 45 which represent the boundary of the player 45 , can represent any appropriate two or three dimensional shape, such as, for example, a circle, an ellipse, a sphere, an ellipsoid, a spheroid, or the like.
  • Virtual objects can represent two or three-dimensional objects that are floating, flying, rolling, moving, remaining stationary, or the like. Accordingly, in a example embodiment, if a virtual object is floating or flying, a player may have to jump to capture a good virtual object. Or a player may be able to duck to avoid a bad virtual object. As depicted in FIG. 10 , two players 43 and 45 intersect the boundary of the virtual object 54 . That is, the location of each of the two players 43 and 45 is coincident with a portion of the virtual space occupied by the volume (or area if two dimensional) defined by the border 56 . A boundary of a virtual object is the virtual space occupied by the virtual object as defined by the border 56 .
  • a player intersects the boundary of a virtual object if the location of the player intersects the border of the boundary or if the location of the player is within the border, as depicted in FIG. 10 .
  • the virtual object 54 is a good virtual object, has captured the virtual object 54 . If however, the virtual object 54 is a bad virtual object, the player will loses a point or points. In an example embodiment, a player whose device is within the boundary of a bad virtual object will continue to lose points as long as the player is within the boundary. Thus, to avoid losing more points, the player must move away from (move out of the boundary of) the bad virtual object.
  • FIG. 11 depicts renderings of multiple players and multiple virtual objects in different, distinct, physical locations.
  • geogame region 48 a is physically located in a field in New Jersey.
  • geogame region 48 b is physically located in a field in Pennsylvania.
  • player 45 has selected region 48 a .
  • the location of player 47 is determined and a corresponding region 48 b is determined for player 47 .
  • the area, volume, and/or dimensions of multiple regions can be the same or differ.
  • player 45 is to capture good virtual objects 50 (circled Xs) to obtain points, and is to avoid bad virtual object 52 (squared Xs) to avoid losing points, located in the geogame region 48 a .
  • player 47 is to capture good virtual objects 50 (circled Xs) to obtain points, and is to avoid bad virtual object 52 (squared Xs) to avoid losing points, located in the geogame region 48 b .
  • a virtual object is captured when the boundary of the physical geographic location of a device being used by player is determined to intersect the boundary of the geographic location associated with a good virtual object.
  • a player loses points when the boundary of the physical geographic location of a device being used by player is determined to intersect the boundary of the geographic location associated with a bad virtual object.
  • Each virtual object has a geographic location and boundary associated therewith.
  • FIG. 12 depicts a good virtual object 50 being converted to an attack virtual object 58 .
  • the good virtual object is removed from game play.
  • the captured good virtual object can be converted to an “attack” virtual object.
  • FIG. 12A geogame player 45 has captured good virtual object 50 .
  • the good virtual object 50 is converted to an attack virtual object 58 as depicted in FIG. 12B .
  • An attack virtual object represents a bad virtual object for all other players of the geogame other than the player who converted the virtual object.
  • an attack virtual object is essentially a neutral virtual object for the converting geogame player.
  • the converting player “touches” the virtual object (the boundary of the location of the converting geogame player intersects the boundary of the attack virtual object), the converting player does not lose points and the converting player does not gain points.
  • An attack virtual object can remain stationary, can move in a predetermined pattern, can mover in a non-predetermined pattern (e.g., random), and/or can move toward other players of the geogame.
  • a predetermined pattern e.g., random
  • a non-predetermined pattern e.g., random
  • a bad virtual object can be removed from game play when a player touches (the boundary of the location of the geogame player intersects the boundary of the virtual object) the bad virtual object, a bad virtual object can remain in game play, and the player touching the bad virtual object can continue to lose point until that player moves away from the bad virtual object, or any combination thereof.
  • an attack virtual object can be removed from game play when a player touches (the boundary of the location of the geogame player intersects the boundary of the virtual object) the attack virtual object, an attack virtual object can remain in game play, and the player touching the attack virtual object can continue to lose point until that player moves away from the attack virtual object, or any combination thereof.
  • Virtual objects can remain stationary and/or move in various ways.
  • virtual objects can be stationary, move in accordance with deterministic pattern, move in accordance with non-deterministic motion (e.g., randomly), or any combination thereof.
  • some virtual objects can be stationary, others can move deterministically, and others can move non-deterministically.
  • FIG. 13 depicts a list from which a player can select a destination, termination, boundary, region, or the like.
  • a player can select a destination, termination, boundary, region, or the like from a list 62 displayed on mobile communications device.
  • the list can comprise real world locations, virtual locations, or any combination thereof.
  • item 64 on the list 62 represents a real world location—a building.
  • Item 66 on the list 62 represent a virtual field designated filed 100 .
  • a player can search items on the list in any appropriate manner. For example, a player can scroll through the list by touching the display surface of device, by providing a voice command (e.g., “Scroll List”), by entering text on which to search, by moving the device, or any appropriate combination thereof.
  • a voice command e.g., “Scroll List”
  • the selection of a destination, termination, boundary, region, or the like can be made by selecting a location on the map by a finger, fingers, and/or any other appropriate device, and, for example, dragging away or gesture-pinching, from the selected location to create the size of the a circle, oval, rectangular, square, polygon, or any appropriate shape (two dimensional or three dimensional) representing a destination, termination, boundary, region, or the like.
  • locations such as addresses, and/or region dimensions, building names, institution names, landmarks, etc. may be input in other ways by a player, such as by typing, gesture, and/or voice input.
  • FIG. 14 depicts a position 68 of a user 45 on a map displayed on WT 200 .
  • the user can indicate his/her position by tapping a point on a map with a finger and/or any appropriate device.
  • a user can enter coordinates or any appropriate indication of a location via text, voice, gesture, or any appropriate combination thereof.
  • FIG. 15 depicts an example rendering of a start time of a geogame.
  • a user can tap the join indicator 70 , and the start time will be rendered on the WT 200 .
  • the start time can be rendered visually, audibly, mechanically (vibration), or any combination thereof.
  • the start time can be rendered in any appropriate format.
  • the start time can be a time of day (e.g. 4:05 PM Eastern Standard Time), a count down timer (e.g., time remaining until start of geogame in seconds, minutes, hours, days, etc.), or the like.
  • a time of day e.g. 4:05 PM Eastern Standard Time
  • a count down timer e.g., time remaining until start of geogame in seconds, minutes, hours, days, etc.
  • a user has tapped join indicator 70 and a rendering on the display of WT 50 as shown in display area 64 , indicates that the geogame will start in 16 seconds.
  • the indication of time in display are 72 will decrement to zero. At time zero, the game begins.
  • FIG. 16 is an example depiction of multiple players having joined the geogame. Others can join the game prior to start time. As depicted in FIG. 16 , players 74 and 76 have joined the game. The respective locations of players 74 and 76 are rendered on the WT 200 . As a player joins the geogame, the location of the player is determined and geocast. Other WTs in the geocast region will receive the geocast message comprising the locations of the other players.
  • FIG. 17 is a flow diagram of an example process for playing a geogame.
  • a player joins the geogame at step 80 .
  • the boundary for each virtual object in the geogame is determined.
  • a mobile device e.g., WT 200
  • the mobile device determines the boundary of each virtual object in the geogame.
  • a processor receives the location of each virtual in the geogame, determines the boundary of each virtual object in the geogame, and provides information indicative of the boundary of each virtual object in the geogame.
  • the processor can be one of the mobile devices participating in the geogame, a processor other than one of the mobile devices, or any combination thereof.
  • Each mobile device participating in the geogame determines its current location at step 84 .
  • each mobile device geocasts its current location.
  • each mobile device participating in the geogame should receive an indication of the current location of all other mobile devices participating in the geogame.
  • each mobile device participating in the geogame determines if the boundary of its currently location intersects with a boundary of any of the virtual objects in the geogame. If, at step 90 , it is determined that the boundary of a mobile device does not intersect the boundary of a virtual object, it is determined, at step 114 if the game is over for that player. If the game is over for that player, the game ends for that player at step 116 . If the game is not over for that player, the process proceeds to step 82 and, for that player continues therefrom.
  • the type of virtual object is determined at step 92 .
  • the type of object can be, for example, good, bad, or attack, as previously described. If it is determined, at step 92 , that the type of virtual object is good, the player utilizing the mobile device to participate in the geogame is rewarded at step 94 .
  • a reward can include a point or points added to the player's score.
  • a reward can include time added to a player's game play time.
  • a reward for capturing a good virtual object could be to add time (e.g., seconds, minutes, hours) to the player's time allotted for game play.
  • step 96 it is determined if the captured virtual object is to be converted to an attack object. If, at step 96 , it is determined that the captured virtual object is to be converted to an attack object, the captured object is converted to an attack object at step 98 . From step 98 , it is determined, at step 114 if the game is over for the particular player. If the game is over for the particular player, the game ends, for that player at step 116 . If the game is not over for that player, the process proceeds to step 82 and, for that player, continues therefrom. If, at step 96 , it is determined that the captured virtual object is not to be converted to an attack object, the captured object is removed from game play at step 1008 .
  • step 114 it is determined, at step 114 if the game is over for the particular player. If the game is over for the particular player, the game ends, for that player at step 116 . If the game is not over for that player, the process proceeds to step 82 and, for that player, continues therefrom.
  • step 92 it is determined that the type of virtual object is not a good object, it is determined, at step 102 , if the object is a bad virtual object of an attack virtual object. If it is determined, at step 102 , that the virtual object is an attack virtual object, it is determined, at step 104 , if the player (whose current location boundary intersected the virtual object boundary) was the player who converted the good virtual object to an attack virtual object (converting player) at step 104 . If it is determined, at step 104 , that the player is the converting player, it is determined at step 114 , if the game is over for that player. If the game is over for that player, the game ends, for that player at step 116 . If the game is not over for that player, the process proceeds to step 82 and, for that player, continues therefrom.
  • a penalty can include a point or points be removed from the player's score.
  • a penalty can include time be removed from a player's game play time. For example, if game players are provided a fixed amount of time to play a game, and the winner of the game is the player with the most points when the game is over, a penalty for touching a bad or attack good virtual object could be to remove time (e.g., seconds, minutes, hours) from the player's time allotted for game play.
  • step 108 it is determined if the virtual object (bad or attack virtual object) is to be removed from game play. If it is determined, at step 108 , that the virtual object is to be removed from game play, the virtual object is removed from game play at step 110 . From step 110 , it is determined, at step 114 if the game is over for the particular player. If the game is over for the particular player, the game ends, for that player at step 116 . If the game is not over for that player, the process proceeds to step 82 and, for that player, continues therefrom.
  • step 108 If it is determined, at step 108 , that the virtual object is not to be removed from game play, the virtual object stays in game play as depicted in step 112 . From step 112 , it is determined, at step 114 if the game is over for the particular player. If the game is over for the particular player, the game ends, for that player at step 116 . If the game is not over for that player, the process proceeds to step 82 and, for that player, continues therefrom.
  • a penalty can include a point or points be removed from the player's score.
  • a penalty can include time be removed from a player's game play time. For example, if game players are provided a fixed amount of time to play a game, and the winner of the game is the player with the most points when the game is over, a penalty for touching a bad or attack good virtual object could be to remove time (e.g., seconds, minutes, hours) from the player's time allotted for game play.
  • step 108 it is determined if the virtual object (bad or attack virtual object) is to be removed from game play. If it is determined, at step 108 , that the virtual object is to be removed from game play, the virtual object is removed from game play at step 110 . From step 110 , it is determined, at step 114 if the game is over for the particular player. If the game is over for the particular player, the game ends, for that player at step 116 . If the game is not over for that player, the process proceeds to step 82 and, for that player, continues therefrom.
  • step 108 If it is determined, at step 108 , that the virtual object is not to be removed from game play, the virtual object stays in game play as depicted in step 112 . From step 112 , it is determined, at step 114 if the game is over for the particular player. If the game is over for the particular player, the game ends, for that player at step 116 . If the game is not over for that player, the process proceeds to step 82 and, for that player, continues therefrom.
  • a global event history comprises the union of events for each player of the geogame.
  • a global event history stored on player 1's device can include player 1's own event history and the event history of each other player.
  • An event can comprise any appropriate event, such as for example, a position (location) determined at a particular time, a user interface (UI) event (e.g., screen tap at a particular time, etc.), or a combination thereof.
  • a global event history is operated on by a function, depicted as function “f” in FIG. 19 , to determine stat values.
  • a state value can include any appropriate state value, such as for example, the state of a virtual object (e.g., good, bad, attack, captured, if flying object: wings open or wings closed, etc.), the state of a player (e.g., intersect a boundary, not intersecting any boundaries, penalized, rewarded, score, etc.).
  • the state of a virtual object e.g., good, bad, attack, captured, if flying object: wings open or wings closed, etc.
  • the state of a player e.g., intersect a boundary, not intersecting any boundaries, penalized, rewarded, score, etc.
  • a global event history is partitioned in time segments, referred to herein as epochs.
  • FIG. 19 is an depiction of epochs for multiple players.
  • An epoch can represent any appropriate period of time.
  • an epoch can comprise a discrete period of time (e.g., 100 milliseconds), a proportional period of time (e.g., proportional to game length, device clock rate, etc.), or a combination thereof.
  • the time covered by an epoch is determined to ensure that one position change (position and time), at most, and/or another event (e.g. UI event), occurs during the epoch.
  • UI event another event
  • the function, f determines derived state values from global event history. In an example embodiment, the function, f, determines new positions and states for each virtual object and determines a score for each player. For each virtual object, in order to determine a virtual object's position in the next epoch (i+1), the function, f, determines the virtual object's position (recursively) in the current epoch (i). The function, f, then applies events from the next epoch (i+1) of the global event history and state values of the virtual object (k). The result is a new position and state values for the virtual object (VO k ). For example, a virtual object (VO k ) couf move 2 meters north and switch from wings open to wings closed.
  • Initial positions and state values can be predetermined and/or calculated.
  • the function, f can determine whether a player intersects a boundary of a virtual object (VO k ), and if so, for good virtual objects, the earliest player to become so positioned is the scorer and obtains points, and for bad virtual objects, all players so positioned incur penalties. And, if the virtual object is captured, the first player so positioned captures the virtual object.
  • FIG. 20 is another flow diagram of an example process for playing a geogame.
  • the state of the geogame is initialized.
  • the geogame is set up.
  • setting up comprises declaring (e.g., by an originator of the geogame) an area of play and a start time. All devices can compute a time correction in order to synchronize their respective clocks to the official “game time.”
  • step 124 it is determined if the geogame is started. If it is determined, at step 124 , that the game has not started, the process remains at step 124 to continue to determine if the geogame has started. If, it is determined, at step 124 , that the game has started, the process proceeds to steps 126 , 142 , and 152 , to concurrently execute the respective subsequent steps. That is, the three groups of steps ( 126 , 128 , 130 , 132 , 134 , 136 , and 138 ), ( 142 , 146 , 148 , and 150 ), and ( 152 , 154 , 156 , and 158 ) can run concurrently.
  • An event can comprise any appropriate event, such as for example, a position change, a UI event, a game ending event, an event history from another player/device, or the like, or a combination thereof. If it is determined, at step 126 , that an event has occurred, and that the event is a game ending event, the game is ended, for that device, at step 138 .
  • a game ending event can comprising any appropriate game ending event, such as for example, a game over event and/or expiration of time event (e.g., game time expired, level time expired, etc.) has occurred.
  • step 126 If, at step 126 , it is determined that an event has occurred, and that the event is an event history from another player/device, the event history is received at step 128 .
  • the event history from the other player/device is merged with the event history of the receiving player/device at step 130 .
  • Geogame states are computed (e.g., updated with the merged event history) at step 132 . From step 132 , the process proceeds to step 126 .
  • step 126 If, at step 126 , it is determined that an event has occurred, and that the event comprises location information, an indication to update location, and/or a UI event, the location of the device is determined at step 134 .
  • the event history of the device is augmented with the newly determined location information.
  • geogame states are computed (e.g., updated with the augmented event history) at step 132 . From step 132 , the process proceeds to step 126 .
  • a transmit occasion has occurred. If it is determined, at step 142 , that a transmit occasion has occurred (e.g., an opportunity to transmit), the device geocasts its event history at step 146 . If it is determined, at step 142 , that a transmit occasion has not occurred (e.g., no opportunity to transmit), it is determined, at step 148 , if a game ending event has occurred.
  • step 148 it is determined that a game ending event has occurred, the game is ended, for that device, at step 150 . If, at step 148 , it is determined that a game ending event has not occurred, the process proceeds to step 142 .
  • a screen refresh occasion has occurred. If it is determined, at step 152 , that a screen refresh occasion has occurred (e.g., an opportunity to refresh the display of the device), the screen (e.g., display of the device) is refreshed at step 154 . If it is determined, at step 152 , that a screen refresh occasion has not occurred (e.g., no opportunity to refresh the display of the device), it is determined, at step 156 , if a game ending event has occurred.
  • step 156 it is determined that a game ending event has occurred, the game is ended, for that device, at step 158 . If, at step 156 , it is determined that a game ending event has not occurred, the process proceeds to step 152 .
  • FIG. 21 is a block diagram of an example communications device (also referred to as a node, or wireless terminal, WT) 220 configured to facilitate geogaming.
  • communications device 220 is a mobile wireless device.
  • the communications device 220 can comprise any appropriate device, examples of which include a portable computing device, such as a laptop, a personal digital assistant (“PDA”), a portable phone (e.g., a cell phone or the like, a smart phone, a video phone), a portable email device, a portable gaming device, a TV, a DVD player, portable media player, (e.g., a portable music player, such as an MP3 player, a walkmans, etc.), a portable navigation device (e.g., GPS compatible device, A-GPS compatible device, etc.), or a combination thereof.
  • PDA personal digital assistant
  • portable phone e.g., a cell phone or the like, a smart phone, a video phone
  • portable email device e.g., a portable gaming device
  • the communications device 220 can include devices that are not typically thought of as portable, such as, for example, a public computing device, a navigation device installed in-vehicle, a set top box, or the like.
  • the mobile communications device 220 can include non-conventional computing devices, such as, for example, a kitchen appliance, a motor vehicle control (e.g., steering wheel), etc., or the like.
  • a node, and thus a communications device is not to be construed as software per se.
  • the communications device 220 can include any appropriate device, mechanism, software, and/or hardware for facilitating a geogame as described herein.
  • the ability to facilitate a geogame is a feature of the communications device 220 that can be turned on and off.
  • an owner/user of the communications device 220 can opt-in or opt-out of this capability.
  • the communications device 220 comprises a processing portion 222 , a memory portion 224 , an input/output portion 226 , and a user interface (UI) portion 228 .
  • UI user interface
  • the block diagram depiction of communications device 220 is exemplary and not intended to imply a specific implementation and/or configuration.
  • the communications device 220 comprises a cellular phone and the processing portion 222 and/or the memory portion 224 are implemented, in part or in total, on a subscriber identity module (SIM) of the mobile communications device 220 .
  • SIM subscriber identity module
  • the communications device 220 comprises a laptop computer.
  • the laptop computer can include a SIM, and various portions of the processing portion 222 and/or the memory portion 224 can be implemented on the SIM, on the laptop other than the SIM, or any combination thereof.
  • the processing portion 222 , memory portion 224 , and input/output portion 226 are coupled together to allow communications therebetween.
  • the input/output portion 226 comprises a receiver of the communications device 220 , a transmitter of the communications device 220 , or a combination thereof.
  • the input/output portion 226 is capable of receiving and/or providing information pertaining geogaming as described above.
  • the communications device 220 is capable of sending geocasts and receiving geocasts.
  • the input/output portion 226 can receive and/or provide information via any appropriate means, such as, for example, optical means (e.g., infrared), electromagnetic means (e.g., RF, WI-FI, BLUETOOTH, ZIGBEE, etc.), acoustic means (e.g., speaker, microphone, ultrasonic receiver, ultrasonic transmitter), or a combination thereof.
  • optical means e.g., infrared
  • electromagnetic means e.g., RF, WI-FI, BLUETOOTH, ZIGBEE, etc.
  • acoustic means e.g., speaker, microphone, ultrasonic receiver, ultrasonic transmitter
  • the processing portion 222 is capable of performing functions pertaining to geogaming as described above.
  • the communications device 220 can include at least one memory portion 224 .
  • the memory portion 224 is a storage medium having a tangible physical structure.
  • the memory portion 224 can store any information utilized in conjunction with geogaming as described above.
  • the memory portion 224 can be volatile (such as some types of RAM), non-volatile (such as ROM, flash memory, etc.), or a combination thereof.
  • the mobile communications device 220 can include additional storage (e.g., removable storage and/or non-removable storage) including, but not limited to, tape, flash memory, smart cards, CD-ROM, digital versatile disks (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, universal serial bus (USB) compatible memory, or any other medium which can be used to store information and which can be accessed by the mobile communications device 220 .
  • additional storage e.g., removable storage and/or non-removable storage
  • tape e.g., tape, flash memory, smart cards, CD-ROM, digital versatile disks (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, universal serial bus (USB) compatible memory, or any other medium which can be used to store information and which can be accessed by the mobile communications device 220 .
  • the communications device 220 also can contain a user interface (UI) portion 228 allowing a user to communicate with the communications device 220 .
  • the UI portion 228 is capable of rendering any information utilized in conjunction with geogaming as described above.
  • the UI portion 228 can provide the ability to control the communications device 220 , via, for example, buttons, soft keys, voice actuated controls, a touch screen, movement of the mobile communications device 220 , visual cues (e.g., moving a hand in front of a camera on the mobile communications device 220 ), or the like.
  • the UI portion 228 can provide visual information (e.g., via a display), audio information (e.g., via speaker), mechanically (e.g., via a vibrating mechanism), or a combination thereof.
  • the UI portion 228 can comprise a display, a touch screen, a keyboard, an accelerometer, a motion detector, a speaker, a microphone, a camera, a tilt sensor, or any combination thereof.
  • the UI portion 228 can comprise means for inputting biometric information, such as, for example, fingerprint information, retinal information, voice information, and/or facial characteristic information.
  • the UI portion 228 can include a display for displaying multimedia such as, for example, virtual objects, players, application graphical user interfaces (GUIs), text, images, video, telephony functions such as Caller ID data, setup functions, menus, music, metadata, messages, wallpaper, graphics, Internet content, device status, preferences settings, map and location data, routes and other directions, points of interest (POI), and the like.
  • multimedia such as, for example, virtual objects, players, application graphical user interfaces (GUIs), text, images, video, telephony functions such as Caller ID data, setup functions, menus, music, metadata, messages, wallpaper, graphics, Internet content, device status, preferences settings, map and location data, routes and other directions, points of interest (POI), and the like.
  • multimedia such as, for example, virtual objects, players, application graphical user interfaces (GUIs), text, images, video, telephony functions such as Caller ID data, setup functions, menus, music, metadata, messages, wallpaper, graphics, Internet content, device status
  • the UI portion can comprise a user interface (UI) application.
  • the UI application interfaces with a client or operating system (OS) to, for example, facilitate user interaction with device functionality and data.
  • OS operating system
  • the UI application can aid a user in entering message content, viewing received messages, answering/initiating calls, entering/deleting data, entering and setting user IDs and passwords, configuring settings, manipulating address book content and/or settings, interacting with other applications, or the like, and may aid the user in inputting selections and maneuvers associated with geogaming as described herein.
  • a communications device can be part of and/or in communications with various wireless communications networks. Some of which are described below.
  • FIG. 22 depicts an overall block diagram of an exemplary packet-based mobile cellular network environment, such as a GPRS network, within which geogaming can be implemented.
  • BSS Base Station Subsystems
  • BSC Base Station Controller
  • BTS Base Transceiver Stations
  • BTSs 804 , 806 , 808 , etc. are the access points where users of packet-based mobile devices become connected to the wireless network.
  • the packet traffic originating from user devices is transported via an over-the-air interface to a BTS 808 , and from the BTS 808 to the BSC 802 .
  • Base station subsystems such as BSS 800 , are a part of internal frame relay network 810 that can include Service GPRS Support Nodes (“SGSN”) such as SGSN 812 and 814 .
  • SGSN Service GPRS Support Nodes
  • Each SGSN is connected to an internal packet network 820 through which a SGSN 812 , 814 , etc. can route data packets to and from a plurality of gateway GPRS support nodes (GGSN) 822 , 824 , 826 , etc.
  • GGSN gateway GPRS support nodes
  • Gateway GPRS serving nodes 822 , 824 and 826 mainly provide an interface to external Internet Protocol (“IP”) networks such as Public Land Mobile Network (“PLMN”) 850 , corporate intranets 840 , or Fixed-End System (“FES”) or the public Internet 830 .
  • IP Internet Protocol
  • PLMN Public Land Mobile Network
  • FES Fixed-End System
  • subscriber corporate network 840 may be connected to GGSN 824 via firewall 832 ; and PLMN 850 is connected to GGSN 824 via boarder gateway router 834 .
  • the Remote Authentication Dial-In User Service (“RADIUS”) server 842 may be used for caller authentication when a user of a mobile cellular device calls corporate network 840 .
  • RADIUS Remote Authentication Dial-In User Service
  • macro cells can be regarded as cells in which the base station antenna is installed in a mast or a building above average roof top level.
  • Micro cells are cells whose antenna height is under average roof top level. Micro-cells are typically used in urban areas.
  • Pico cells are small cells having a diameter of a few dozen meters. Pico cells are used mainly indoors.
  • Femto cells have the same size as pico cells, but a smaller transport capacity. Femto cells are used indoors, in residential, or small business environments.
  • umbrella cells are used to cover shadowed regions of smaller cells and fill in gaps in coverage between those cells.
  • FIG. 23 illustrates an architecture of a typical GPRS network within which geogaming can be implemented.
  • the architecture depicted in FIG. 23 is segmented into four groups: users 950 , radio access network 960 , core network 970 , and interconnect network 980 .
  • Users 950 comprise a plurality of end users.
  • device 912 is referred to as a mobile subscriber in the description of network shown in FIG. 23 .
  • the device depicted as mobile subscriber 912 comprises a communications device (e.g., communications device 278 ).
  • Radio access network 960 comprises a plurality of base station subsystems such as BSSs 962 , which include BTSs 964 and BSCs 966 .
  • Core network 970 comprises a host of various network elements.
  • core network 970 may comprise Mobile Switching Center (“MSC”) 971 , Service Control Point (“SCP”) 972 , gateway MSC 973 , SGSN 976 , Home Location Register (“HLR”) 974 , Authentication Center (“AuC”) 975 , Domain Name Server (“DNS”) 977 , and GGSN 978 .
  • Interconnect network 980 also comprises a host of various networks and other network elements. As illustrated in FIG. 23 , interconnect network 980 comprises Public Switched Telephone Network (“PSTN”) 982 , Fixed-End System (“FES”) or Internet 984 , firewall 988 , and Corporate Network 989 .
  • PSTN Public Switched Telephone Network
  • FES Fixed-End System
  • firewall 988 firewall 988
  • corporate Network 989 corporate Network 989
  • a mobile switching center can be connected to a large number of base station controllers.
  • the traffic may be separated in that voice may be sent to Public Switched Telephone Network (“PSTN”) 982 through Gateway MSC (“GMSC”) 973 , and/or data may be sent to SGSN 976 , which then sends the data traffic to GGSN 978 for further forwarding.
  • PSTN Public Switched Telephone Network
  • GMSC Gateway MSC
  • MSC 971 When MSC 971 receives call traffic, for example, from BSC 966 , it sends a query to a database hosted by SCP 972 .
  • the SCP 972 processes the request and issues a response to MSC 971 so that it may continue call processing as appropriate.
  • the HLR 974 is a centralized database for users to register to the GPRS network. HLR 974 stores static information about the subscribers such as the International Mobile Subscriber Identity (“IMSI”), subscribed services, and a key for authenticating the subscriber. HLR 974 also stores dynamic subscriber information such as the current location of the mobile subscriber. Associated with HLR 974 is AuC 975 . AuC 975 is a database that contains the algorithms for authenticating subscribers and includes the associated keys for encryption to safeguard the user input for authentication.
  • IMSI International Mobile Subscriber Identity
  • AuC 975 is a database that contains the algorithms for authenticating subscribers and includes the associated keys for encryption to safeguard the user input for authentication.
  • the term “mobile subscriber” sometimes refers to the end user and sometimes to the actual portable device, such as a mobile device, used by an end user of the mobile cellular service.
  • the mobile device goes through an attach process by which the mobile device attaches to an SGSN of the GPRS network.
  • an attach request is sent by mobile subscriber 912 to SGSN 976 .
  • the SGSN 976 queries another SGSN, to which mobile subscriber 912 was attached before, for the identity of mobile subscriber 912 .
  • SGSN 976 Upon receiving the identity of mobile subscriber 912 from the other SGSN, SGSN 976 requests more information from mobile subscriber 912 . This information is used to authenticate mobile subscriber 912 to SGSN 976 by HLR 974 . Once verified, SGSN 976 sends a location update to HLR 974 indicating the change of location to a new SGSN, in this case SGSN 976 . HLR 974 notifies the old SGSN, to which mobile subscriber 912 was attached before, to cancel the location process for mobile subscriber 912 . HLR 974 then notifies SGSN 976 that the location update has been performed. At this time, SGSN 976 sends an Attach Accept message to mobile subscriber 912 , which in turn sends an Attach Complete message to SGSN 976 .
  • mobile subscriber 912 After attaching itself with the network, mobile subscriber 912 then goes through the authentication process.
  • SGSN 976 sends the authentication information to HLR 974 , which sends information back to SGSN 976 based on the user profile that was part of the user's initial setup.
  • the SGSN 976 then sends a request for authentication and ciphering to mobile subscriber 912 .
  • the mobile subscriber 912 uses an algorithm to send the user identification (ID) and password to SGSN 976 .
  • the SGSN 976 uses the same algorithm and compares the result. If a match occurs, SGSN 976 authenticates mobile subscriber 912 .
  • the mobile subscriber 912 establishes a user session with the destination network, corporate network 989 , by going through a Packet Data Protocol (“PDP”) activation process.
  • PDP Packet Data Protocol
  • mobile subscriber 912 requests access to the Access Point Name (“APN”), for example, UPS.com, and SGSN 976 receives the activation request from mobile subscriber 912 .
  • APN Access Point Name
  • SGSN 976 then initiates a Domain Name Service (“DNS”) query to learn which GGSN node has access to the UPS.com APN.
  • DNS Domain Name Service
  • the DNS query is sent to the DNS server within the core network 970 , such as DNS 977 , which is provisioned to map to one or more GGSN nodes in the core network 970 .
  • the mapped GGSN 978 can access the requested corporate network 989 .
  • the SGSN 976 then sends to GGSN 978 a Create Packet Data Protocol (“PDP”) Context Request message that contains necessary information.
  • PDP Packet Data Protocol
  • the GGSN 978 sends a Create PDP Context Response message to SGSN 976 , which then sends an Activate PDP Context Accept message to mobile subscriber 912 .
  • data packets of the call made by mobile subscriber 912 can then go through radio access network 960 , core network 970 , and interconnect network 980 , in a particular fixed-end system or Internet 984 and firewall 988 , to reach corporate network 989 .
  • FIG. 24 illustrates an exemplary block diagram view of a GSM/GPRS/IP multimedia network architecture within geogaming can be implemented.
  • the architecture of FIG. 24 includes a GSM core network 1001 , a GPRS network 1030 and an IP multimedia network 1038 .
  • the GSM core network 1001 includes a Mobile Station (MS) 1002 , at least one Base Transceiver Station (BTS) 1004 and a Base Station Controller (BSC) 1006 .
  • the MS 1002 is physical equipment or Mobile Equipment (ME), such as a mobile phone or a laptop computer that is used by mobile subscribers, with a Subscriber identity Module (SIM) or a Universal Integrated Circuit Card (UICC).
  • ME Mobile Equipment
  • SIM Subscriber identity Module
  • UICC Universal Integrated Circuit Card
  • the SIM or UICC includes an International Mobile Subscriber Identity (IMSI), which is a unique identifier of a subscriber.
  • IMSI International Mobile Subscriber Identity
  • the BTS 1004 is physical equipment, such as a radio tower, that enables a radio interface to communicate with the MS. Each BTS may serve more than one MS.
  • the BSC 1006 manages radio resources, including the BTS. The BSC may be connected to several BTSs. The BSC and BTS components, in combination, are generally referred to as a base station (BSS) or radio access network (RAN) 1003 .
  • BSS base station
  • RAN radio access network
  • the GSM core network 1001 also includes a Mobile Switching Center (MSC) 1008 , a Gateway Mobile Switching Center (GMSC) 1010 , a Home Location Register (HLR) 1012 , Visitor Location Register (VLR) 1014 , an Authentication Center (AuC) 1018 , and an Equipment Identity Register (EIR) 1016 .
  • the MSC 1008 performs a switching function for the network.
  • the MSC also performs other functions, such as registration, authentication, location updating, handovers, and call routing.
  • the GMSC 1010 provides a gateway between the GSM network and other networks, such as an Integrated Services Digital Network (ISDN) or Public Switched Telephone Networks (PSTNs) 1020 .
  • ISDN Integrated Services Digital Network
  • PSTNs Public Switched Telephone Networks
  • the HLR 1012 is a database that contains administrative information regarding each subscriber registered in a corresponding GSM network.
  • the HLR 1012 also contains the current location of each MS.
  • the VLR 1014 is a database that contains selected administrative information from the HLR 1012 .
  • the VLR contains information necessary for call control and provision of subscribed services for each MS currently located in a geographical area controlled by the VLR.
  • the HLR 1012 and the VLR 1014 together with the MSC 1008 , provide the call routing and roaming capabilities of GSM.
  • the AuC 1016 provides the parameters needed for authentication and encryption functions. Such parameters allow verification of a subscriber's identity.
  • the EIR 1018 stores security-sensitive information about the mobile equipment.
  • a Short Message Service Center (SMSC) 1009 allows one-to-one Short Message Service (SMS) messages to be sent to/from the MS 1002 .
  • SMS Short Message Service
  • a Push Proxy Gateway (PPG) 1011 is used to “push” (i.e., send without a synchronous request) content to the MS 1002 .
  • the PPG 1011 acts as a proxy between wired and wireless networks to facilitate pushing of data to the MS 1002 .
  • a Short Message Peer to Peer (SMPP) protocol router 1013 is provided to convert SMS-based SMPP messages to cell broadcast messages.
  • SMPP is a protocol for exchanging SMS messages between SMS peer entities such as short message service centers.
  • the SMPP protocol is often used to allow third parties, e.g., content suppliers such as news organizations, to submit bulk messages.
  • the MS To gain access to GSM services, such as speech, data, and short message service (SMS), the MS first registers with the network to indicate its current location by performing a location update and IMSI attach procedure.
  • the MS 1002 sends a location update including its current location information to the MSC/VLR, via the BTS 1004 and the BSC 1006 .
  • the location information is then sent to the MS's HLR.
  • the HLR is updated with the location information received from the MSC/VLR.
  • the location update also is performed when the MS moves to a new location area. Typically, the location update is periodically performed to update the database as location updating events occur.
  • the GPRS network 1030 is logically implemented on the GSM core network architecture by introducing two packet-switching network nodes, a serving GPRS support node (SGSN) 1032 , a cell broadcast and a Gateway GPRS support node (GGSN) 1034 .
  • the SGSN 1032 is at the same hierarchical level as the MSC 1008 in the GSM network.
  • the SGSN controls the connection between the GPRS network and the MS 1002 .
  • the SGSN also keeps track of individual MS's locations and security functions and access controls.
  • a Cell Broadcast Center (CBC) 14 communicates cell broadcast messages that are typically delivered to multiple users in a specified area.
  • Cell Broadcast is one-to-many geographically focused service. It enables messages to be communicated to multiple mobile phone customers who are located within a given part of its network coverage area at the time the message is broadcast.
  • the GGSN 1034 provides a gateway between the GPRS network and a public packet network (PDN) or other IP networks 1036 . That is, the GGSN provides interworking functionality with external networks, and sets up a logical link to the MS through the SGSN. When packet-switched data leaves the GPRS network, it is transferred to an external TCP-IP network 1036 , such as an X.25 network or the Internet.
  • PDN public packet network
  • IP networks 1036 such as an X.25 network or the Internet.
  • the MS In order to access GPRS services, the MS first attaches itself to the GPRS network by performing an attach procedure. The MS then activates a packet data protocol (PDP) context, thus activating a packet communication session between the MS, the SGSN, and the GGSN.
  • PDP packet data protocol
  • GPRS services and GSM services can be used in parallel.
  • the MS can operate in one of three classes: class A, class B, and class C.
  • class A MS can attach to the network for both GPRS services and GSM services simultaneously.
  • class A MS also supports simultaneous operation of GPRS services and GSM services. For example, class A mobiles can receive GSM voice/data/SMS calls and GPRS data calls at the same time.
  • a class B MS can attach to the network for both GPRS services and GSM services simultaneously. However, a class B MS does not support simultaneous operation of the GPRS services and GSM services. That is, a class B MS can only use one of the two services at a given time.
  • a class C MS can attach for only one of the GPRS services and GSM services at a time. Simultaneous attachment and operation of GPRS services and GSM services is not possible with a class C MS.
  • a GPRS network 1030 can be designed to operate in three network operation modes (NOM 1 , NOM 2 and NOM 3 ).
  • a network operation mode of a GPRS network is indicated by a parameter in system information messages transmitted within a cell. The system information messages dictates a MS where to listen for paging messages and how to signal towards the network. The network operation mode represents the capabilities of the GPRS network.
  • NOM 1 a MS can receive pages from a circuit switched domain (voice call) when engaged in a data call. The MS can suspend the data call or take both simultaneously, depending on the ability of the MS.
  • a MS may not received pages from a circuit switched domain when engaged in a data call, since the MS is receiving data and is not listening to a paging channel.
  • a MS can monitor pages for a circuit switched network while received data and vise versa.
  • the IP multimedia network 1038 was introduced with 3GPP Release 5, and includes an IP multimedia subsystem (IMS) 1040 to provide rich multimedia services to end users.
  • IMS IP multimedia subsystem
  • a representative set of the network entities within the IMS 1040 are a call/session control function (CSCF), a media gateway control function (MGCF) 1046 , a media gateway (MGW) 1048 , and a master subscriber database, called a home subscriber server (HSS) 1050 .
  • the HSS 1050 may be common to the GSM network 1001 , the GPRS network 1030 as well as the IP multimedia network 1038 .
  • the IP multimedia system 1040 is built around the call/session control function, of which there are three types: an interrogating CSCF (I-CSCF) 1043 , a proxy CSCF (P-CSCF) 1042 , and a serving CSCF (S-CSCF) 1044 .
  • the P-CSCF 1042 is the MS's first point of contact with the IMS 1040 .
  • the P-CSCF 1042 forwards session initiation protocol (SIP) messages received from the MS to an SIP server in a home network (and vice versa) of the MS.
  • the P-CSCF 1042 may also modify an outgoing request according to a set of rules defined by the network operator (for example, address analysis and potential modification).
  • the I-CSCF 1043 forms an entrance to a home network and hides the inner topology of the home network from other networks and provides flexibility for selecting an S-CSCF.
  • the I-CSCF 1043 may contact a subscriber location function (SLF) 1045 to determine which HSS 1050 to use for the particular subscriber, if multiple HSS's 1050 are present.
  • the S-CSCF 1044 performs the session control services for the MS 1002 . This includes routing originating sessions to external networks and routing terminating sessions to visited networks.
  • the S-CSCF 1044 also decides whether an application server (AS) 1052 is required to receive information on an incoming SIP session request to ensure appropriate service handling.
  • AS application server
  • the AS 1052 also communicates to a location server 1056 (e.g., a Gateway Mobile Location Center (GMLC)) that provides a position (e.g., latitude/longitude coordinates) of the MS 1002 .
  • GMLC Gateway Mobile Location Center
  • the HSS 1050 contains a subscriber profile and keeps track of which core network node is currently handling the subscriber. It also supports subscriber authentication and authorization functions (AAA). In networks with more than one HSS 1050 , a subscriber location function provides information on the HSS 1050 that contains the profile of a given subscriber.
  • AAA subscriber authentication and authorization functions
  • the MGCF 1046 provides interworking functionality between SIP session control signaling from the IMS 1040 and ISUP/BICC call control signaling from the external GSTN networks (not shown). It also controls the media gateway (MGW) 1048 that provides user-plane interworking functionality (e.g., converting between AMR- and PCM-coded voice). The MGW 1048 also communicates with other IP multimedia networks 1054 .
  • MGW media gateway
  • Push to Talk over Cellular (PoC) capable mobile phones register with the wireless network when the phones are in a predefined area (e.g., job site, etc.).
  • a predefined area e.g., job site, etc.
  • the mobile phones leave the area they register with the network in their new location as being outside the predefined area. This registration, however, does not indicate the actual physical location of the mobile phones outside the pre-defined area.
  • FIG. 25 illustrates a PLMN block diagram view of an exemplary architecture in which the geogaming may be incorporated.
  • Mobile Station (MS) 1101 is the physical equipment used by the PLMN subscriber.
  • WT 200 and/or communications device 120 may serve as Mobile Station 1101 .
  • Mobile Station 1101 may be one of, but not limited to, a cellular telephone, a cellular telephone in combination with another electronic device or any other wireless mobile communication device.
  • BSS 1110 may communicate wirelessly with Base Station System (BSS) 1110 .
  • BSS 1110 contains a Base Station Controller (BSC) 1111 and a Base Transceiver Station (BTS) 1112 .
  • BSS 1110 may include a single BSC 1111 /BTS 1112 pair (Base Station) or a system of BSC/BTS pairs which are part of a larger network.
  • BSS 1110 is responsible for communicating with Mobile Station 1101 and may support one or more cells.
  • BSS 1110 is responsible for handling cellular traffic and signaling between Mobile Station 1101 and Core Network 1140 .
  • BSS 1110 performs functions that include, but are not limited to, digital conversion of speech channels, allocation of channels to mobile devices, paging, and transmission/reception of cellular signals.
  • Mobile Station 1101 may communicate wirelessly with Radio Network System (RNS) 1120 .
  • RNS 1120 contains a Radio Network Controller (RNC) 1121 and one or more Node(s) B 1122 .
  • RNS 1120 may support one or more cells.
  • RNS 1120 may also include one or more RNC 1121 /Node B 1122 pairs or alternatively a single RNC 1121 may manage multiple Nodes B 1122 .
  • RNS 1120 is responsible for communicating with Mobile Station 1101 in its geographically defined area.
  • RNC 1121 is responsible for controlling the Node(s) B 1122 that are connected to it and is a control element in a UMTS radio access network.
  • RNC 1121 performs functions such as, but not limited to, load control, packet scheduling, handover control, security functions, as well as controlling Mobile Station 1101 's access to the Core Network (CN) 1140 .
  • CN Core Network
  • the evolved UMTS Terrestrial Radio Access Network (E-UTRAN) 1130 is a radio access network that provides wireless data communications for Mobile Station 1101 and User Equipment 1102 .
  • E-UTRAN 1130 provides higher data rates than traditional UMTS. It is part of the Long Term Evolution (LTE) upgrade for mobile networks and later releases meet the requirements of the International Mobile Telecommunications (IMT) Advanced and are commonly known as a 4G networks.
  • E-UTRAN 1130 may include of series of logical network components such as E-UTRAN Node B (eNB) 1131 and E-UTRAN Node B (eNB) 1132 .
  • E-UTRAN 1130 may contain one or more eNBs.
  • User Equipment 1102 may be any user device capable of connecting to E-UTRAN 1130 including, but not limited to, a personal computer, laptop, mobile device, wireless router, or other device capable of wireless connectivity to E-UTRAN 1130 .
  • the improved performance of the E-UTRAN 1130 relative to a typical UMTS network allows for increased bandwidth, spectral efficiency, and functionality including, but not limited to, voice, high-speed applications, large data transfer and IPTV, while still allowing for full mobility.
  • EDGE Enhanced Data rates for GSM Evolution
  • 8-PSK Phase Shift Keying
  • 8-PSK Phase Shift Keying
  • 8-PSK Phase Shift Keying
  • 8-PSK Phase Shift Keying
  • EDGE may achieve up to three times faster data rates as compared to a typical GPRS network.
  • EDGE may be implemented on any GSM network capable of hosting a GPRS network, making it an ideal upgrade over GPRS since it may provide increased functionality of existing network resources.
  • Evolved EDGE networks are becoming standardized in later releases of the radio telecommunication standards, which provide for even greater efficiency and peak data rates of up to 1 Mbit/s, while still allowing implementation on existing GPRS-capable network infrastructure.
  • CMOS complementary metal-oxide-semiconductor
  • CS Circuit Switched
  • PS Packet Switched
  • the CS domain refers to connections in which dedicated network resources are allocated at the time of connection establishment and then released when the connection is terminated.
  • the PS domain refers to communications and data transfers that make use of autonomous groupings of bits called packets. Each packet may be routed, manipulated, processed or handled independently of all other packets in the PS domain and does not require dedicated network resources.
  • the Circuit Switched—Media Gateway Function (CS-MGW) 1141 is part of Core Network 1140 , and interacts with Visitor Location Register (VLR) and Mobile-Services Switching Center (MSC) Server 1160 and Gateway MSC Server 1161 in order to facilitate Core Network 1140 resource control in the CS domain.
  • Functions of CS-MGW 1141 include, but are not limited to, media conversion, bearer control, payload processing and other mobile network processing such as handover or anchoring.
  • CS-MGW 1140 may receive connections to Mobile Station 1101 through BSS 1110 , RNS 1120 or both.
  • Serving GPRS Support Node (SGSN) 1142 stores subscriber data regarding Mobile Station 1101 in order to facilitate network functionality.
  • SGSN 1142 may store subscription information such as, but not limited to, the International Mobile Subscriber Identity (IMSI), temporary identities, or Packet Data Protocol (PDP) addresses.
  • IMSI International Mobile Subscriber Identity
  • PDP Packet Data Protocol
  • SGSN 1142 may also store location information such as, but not limited to, the Gateway GPRS Support Node (GGSN) 1144 address for each GGSN where an active PDP exists.
  • GGSN 1144 may implement a location register function to store subscriber data it receives from SGSN 1142 such as subscription or location information.
  • S-GW 1143 is an interface which provides connectivity between E-UTRAN 1130 and Core Network 1140 .
  • Functions of S-GW 1143 include, but are not limited to, packet routing, packet forwarding, transport level packet processing, event reporting to Policy and Charging Rules Function (PCRF) 1150 , and mobility anchoring for inter-network mobility.
  • PCRF 1150 uses information gathered from S-GW 1143 , as well as other sources, to make applicable policy and charging decisions related to data flows, network resources and other network administration functions.
  • Packet Data Network Gateway (PDN-GW) 1145 may provide user-to-services connectivity functionality including, but not limited to, network-wide mobility anchoring, bearer session anchoring and control, and IP address allocation for PS domain connections.
  • HSS 1163 is a database for user information, and stores subscription data regarding Mobile Station 1101 or User Equipment 1102 for handling calls or data sessions. Networks may contain one HSS 1163 or more if additional resources are required. Exemplary data stored by HSS 1163 include, but is not limited to, user identification, numbering and addressing information, security information, or location information. HSS 1163 may also provide call or session establishment procedures in both the PS and CS domains.
  • the VLR/MSC Server 1160 provides user location functionality. When Mobile Station 1101 enters a new network location, it begins a registration procedure. A MSC Server for that location transfers the location information to the VLR for the area. A VLR and MSC Server may be located in the same computing environment, as is shown by VLR/MSC Server 1160 , or alternatively may be located in separate computing environments. A VLR may contain, but is not limited to, user information such as the IMSI, the Temporary Mobile Station Identity (TMSI), the Local Mobile Station Identity (LMSI), the last known location of the mobile station, or the SGSN where the mobile station was previously registered.
  • TMSI Temporary Mobile Station Identity
  • LMSI Local Mobile Station Identity
  • the MSC server may contain information such as, but not limited to, procedures for Mobile Station 1101 registration or procedures for handover of Mobile Station 1101 to a different section of the Core Network 1140 .
  • GMSC Server 1161 may serve as a connection to alternate GMSC Servers for other mobile stations in larger networks.
  • EIR 1162 is a logical element which may store the International Mobile Equipment Identities (IMEI) for Mobile Station 1101 .
  • IMEI International Mobile Equipment Identities
  • user equipment may be classified as either “white listed” or “black listed” depending on its status in the network.
  • MME Mobility Management Entity
  • Mobility Management Entity (MME) 1164 is a control node which may track Mobile Station 1101 or User Equipment 1102 if the devices are idle. Additional functionality may include the ability of MME 1164 to contact an idle Mobile Station 1101 or User Equipment 1102 if retransmission of a previous session is required.
  • geogaming While example embodiments of geogaming have been described in connection with various computing devices/processors, the underlying concepts can be applied to any computing device, processor, or system capable of implementing geogames.
  • the various techniques described herein can be implemented in connection with hardware or software or, where appropriate, with a combination of both.
  • the methods and apparatuses of geogaming can be implemented, or certain aspects or portions thereof, can take the form of program code (i.e., instructions) embodied in tangible storage media having a tangible physical structure. Examples of tangible storage media include floppy diskettes, CD-ROMs, DVDs, hard drives, or any other tangible machine-readable storage medium (tangible computer-readable storage medium).
  • a tangible storage medium as described herein is not intended to be a transient propagating signal.
  • the computing device When the program code is loaded into and executed by a machine, such as a computer, the machine becomes an apparatus for implementing geogames.
  • the computing device will generally include a processor, a storage medium readable by the processor (including volatile and non-volatile memory and/or storage elements), at least one input device, and at least one output device.
  • the program(s) can be implemented in assembly or machine language, if desired.
  • the language can be a compiled or interpreted language, and combined with hardware implementations.
  • a tangible storage medium is to be construed to be statutory subject matter under United States Code, Title 35, Section 101 (35 U.S.C. ⁇ 101).
  • the methods and apparatuses for geogaming also can be practiced via communications embodied in the form of program code that is transmitted over some transmission medium, such as over electrical wiring or cabling, through fiber optics, or via any other form of transmission, wherein, when the program code is received and loaded into and executed by a machine, such as an EPROM, a gate array, a programmable logic device (PLD), a client computer, or the like, the machine becomes an apparatus for implementing geogames.
  • a machine such as an EPROM, a gate array, a programmable logic device (PLD), a client computer, or the like
  • PLD programmable logic device
  • client computer or the like
  • the program code When implemented on a general-purpose processor, the program code combines with the processor to provide a unique apparatus that operates to invoke the functionality of geogaming.
  • geogaming has been described in connection with the various embodiments of the various figures, it is to be understood that other similar embodiments can be used or modifications and additions can be made to the described embodiments for geographic based logical message addressing and delivery without deviating therefrom.
  • geogaming as described in the present application may apply to any environment, whether wired or wireless, and may be applied to any number of such devices connected via a communications network and interacting across the network. Therefore, geogaming should not be limited to any single embodiment, but rather should be construed in breadth and scope in accordance with the appended claims.

Abstract

In a geographic location based game (geogame), players (actual persons) utilize mobile communications devices to play a game in which players catch virtual “good” objects and/or avoid virtual “bad” objects. Virtual objects can be stationary, move in accordance with deterministic pattern, move in accordance with non-predetermined patterns, and/or move randomly. Players acquire points by capturing a virtual good object. Players capture virtual good objects by physically moving to the geographic location of a virtual object. If a player comes in contact with a “bad” virtual object, the player loses points. Captured virtual objects can be used to attack other players and/or virtual objects.

Description

    TECHNICAL FIELD
  • The technical field generally relates to a game based on the geographic location (geolocation-based game or geogame) of the players, and more specifically to geolocation-based gaming using a scalable tiered geocast protocol, and even more specifically to a geolocation-based game wherein according to the rules of the geogame, players capture and/or avoid virtual objects.
  • BACKGROUND
  • Video games are extremely popular. As a result of advances in technology, physical activity of a player can be incorporated into a video game (e.g., Nintendo's® Wii™) Players of video games involving physical activity and/or movement are typically limited to playing the games within restricted environments. For example, players of many gaming systems interact with the gaming system via wired and/or wireless controllers. The controllers have a limited range, thus, limiting physical video games to indoor use within a limited range from a gaming console and/or home entertainment system. Even wireless controllers limit game play to a small portion of a room by ultra short-range signals used to allow a player to see the video monitor. Often game consoles must be positioned on a stable, flat surface, and require 110 volt connections to a power supply. These characteristics leave gaming consoles with little to no portability.
  • Multiplayer versions of video games involving physical movement typically allow multiple players to compete against one another. Players may be located within one physical area, with simultaneous access to one gaming console, or may be located at various physical areas and link up over a network such as the Internet. Despite the physical distance separating them, players engaged in a multiplayer game from different physical locations still have the above described limited movement restriction imposed upon them. Further, these games typically rely on the constant presence of wireless and/or wireline network connectivity. If access to the network is interrupted, for even very short periods of time, the multiplayer gaming experience can be deteriorated or lost altogether. Thus, it is sometimes not possible to enjoy multiplayer gaming involving physical movement at all, for example in a remote geographic area with limited or no network service available.
  • SUMMARY
  • Various types of geographic location based games (geogames) and mechanisms for implementing geogames are described herein. Also described is a geographic broadcast (“geocast”) protocol for implementing geogames. In an exemplary geogame, players (actual persons) utilize mobile communications devices (also referred to as wireless terminals or WTs) to play a game in which players move in order to catch (capture) virtual “good” objects and/or avoid virtual “bad” objects. In various embodiments, virtual objects can be stationary, move in accordance with deterministic pattern, move randomly, or any combination thereof. For example, in one example embodiment, virtual good objects remain stationary, and a player, or players, acquires points by capturing virtual good objects. A player captures a virtual good object by occupying the geographic location of the virtual object. In another example embodiment, virtual good objects move in deterministic patterns, and a player, or players, acquires points by capturing virtual good objects. In yet another example embodiment, virtual good objects move randomly, and a player, or players, acquires points by capturing a virtual object. In another example, embodiment, virtual objects move away from a player as a player gets close to the virtual object. In another example embodiment, if a player comes in contact (occupies the geographic location) of a “bad” virtual object, the player loses points. In various example embodiments, bad virtual objects can remain stationary, move in accordance with deterministic patterns, move randomly, and/or chase players. In yet another example embodiment, captured virtual objects can be used to attack other players and/or virtual objects.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 illustrates an example mobile ad hoc network in which geogaming may be implemented.
  • FIG. 2 illustrates example communications in an ad hoc network in which geogaming can be implemented via a WiFi access point.
  • FIG. 3 illustrates an example mobile ad hoc network in which geogaming can be implemented utilizing tiered geocasting and forwarding zones.
  • FIG. 4, comprising FIG. 4A-FIG. 4E depict example geocast regions or boundaries.
  • FIG. 5 depicts a geogame player located in a geogame play region as rendered on a wireless terminal.
  • FIG. 6 depicts “good” virtual objects.
  • FIG. 7 depicts “bad” virtual objects.
  • FIG. 8 depicts good virtual objects 50 and bad virtual objects 52 located in a player's game play region.
  • FIG. 9 depicts multiple geogame players along with good virtual objects and bad virtual objects, as rendered on a wireless terminal.
  • FIG. 10 depicts an example location and boundary of a virtual object.
  • FIG. 11 depicts renderings of multiple players and multiple virtual objects in different, distinct, physical locations.
  • FIG. 12 depicts a good virtual object being converted to an attack virtual object.
  • FIG. 13 depicts a list from which a player can select a destination, termination, boundary, region, or the like.
  • FIG. 14 depicts a position of a player on a map displayed on a wireless communications device.
  • FIG. 15 depicts an example rendering of a start time of a geogame.
  • FIG. 16 is an example depiction of multiple players having joined the geogame.
  • FIG. 17 is a flow diagram of an example process for playing a geogame.
  • FIG. 18 is an illustration of an example relationship between event history and state values in a geogame.
  • FIG. 19 is a depiction of an example a global event history.
  • FIG. 20 is another flow diagram of an example process for playing a geogame.
  • FIG. 21 is a block diagram of an example communications device configured to facilitate geogaming.
  • FIG. 22 depicts an overall block diagram of an exemplary packet-based mobile cellular network environment, such as a GPRS network, within which geogaming can be implemented.
  • FIG. 23 illustrates an architecture of a typical GPRS network within which geogaming can be implemented.
  • FIG. 24 illustrates an exemplary block diagram view of a GSM/GPRS/IP multimedia network architecture within which geogaming can be implemented.
  • FIG. 25 illustrates a PLMN block diagram view of an exemplary architecture in which the geogaming may be incorporated.
  • DETAILED DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS
  • Various embodiments of geographic location based gaming, referred to as geogaming, and implementation mechanisms for geogaming are described herein. The described embodiments are merely examples that may be embodied in various and alternative forms, and combinations thereof. As used herein, for example, “exemplary,” and similar terms, refer expansively to embodiments that serve as an illustration, specimen, model, or pattern. The figures are not necessarily to scale and some features may be exaggerated or minimized, such as to show details of particular components. In some instances, well-known components, systems, materials, or methods have not been described in detail in order to avoid obscuring the instant disclosure. Therefore, specific structural and functional details disclosed herein are not to be interpreted as limiting, but rather as a basis for the claims and as a representative basis for teaching one skilled in the art how to employ the teachings instant application in various ways.
  • While the description includes a general context of computer-executable instructions, geogaming also can be implemented in combination with other program modules and/or as a combination of hardware and software. The term “application,” or variants thereof, is used expansively herein to include routines, program modules, programs, components, data structures, algorithms, and the like. Applications can be implemented on various system configurations, including single-processor or multiprocessor systems, minicomputers, mainframe computers, personal computers, hand-held computing devices, microprocessor-based, programmable consumer electronics, combinations thereof, or the like.
  • In an example embodiment, geogaming is implemented via a scalable, wireless, geographic broadcast (“geocast”) protocol. Geogaming via a geocast protocol enables multiplayer gaming between mobile communication devices, such as wireless terminals (WTs) without relying on traditional network elements. No gaming console is required, thus eliminating the venue restrictions imposed by wired controllers and/or wireless controllers with limited ranges. Geogames can be played in wide open spaces, either indoors or outdoors. Geogaming can be fully distributed over an ad hoc network of mobile communications devices, eliminating the need for traditional mobile communications infrastructure and central servers. Because no network infrastructure is required to play, geogaming can take place in remote areas with little or no network access; for example in the middle of the woods. The scalable nature of the geocast protocol enables geogames to function equally well in both remote areas and crowded areas containing both geogame players and other users of mobile communications devices. Because multiplayer geogames do not require constant communication with a central server, game play can be more physically active and geographically wide ranging. Geogaming using tiered geocasting enables geogame players to participate in multiplayer gaming spanning great distances. For example, players on separate continents may participate in a single multiplayer geogame.
  • In an example embodiment, WTs taking part in a geogame are programmed with a geogaming application, which uses geolocation information obtained from a locating system, such as, for example, a global positioning system (GPS), or the like.
  • The geogaming application of each WT in the game controls a position of a simulated or virtual player based on location data received from the location system. In some embodiments, the geogaming application in the WT uses movement data from an inertial unit, or the like, of the WT to control a posture and/or movement of a virtual player, and/or to render (e.g., display) a posture and/or movement of an actual player, to determine and control locations of virtual objects, and/or to render locations of virtual objects.
  • The scalable tiered geocast communication protocol is programmed into each WT taking part in the geogame, and any WT that operates to relay communications to or from the WTs taking part in the geogame. The WTs taking part in the geogame share changed game conditions, such as WT geolocation, between them via geocast data packets transmitted over one or both of a first tier, short-range, network, and a second tier, long-range, network according to transmission heuristics of the tiered geocast protocol.
  • The herein described geogaming architecture can be used to facilitate a wide variety of geogames. In one example, a geogame, which is described in U.S. patent application Ser. No. 12/835,385, entitled “Location Based Mobile Gaming Application And Method For Implementing The Same Using A Scalable Tiered Geocast Protocol,” filed Jul. 13, 2010, which is incorporated by reference herein in its entirety, involves players virtually hitting, or virtually catching and throwing, back and forth a game object, such as a virtual ball or flying disc. Movements of the virtual game object are also shared between WTs in geocast data packets transmitted according to the tiered geocast protocol. In some embodiments, other game information, such as location and size of predefined playing areas, and scoring during the game, are propagated in geocast data packets according to the tiered geocast protocol.
  • Another example geogame, which is described in U.S. patent application Ser. No. 12/644,293, entitled “Augmented Reality Gaming Via Geographic Messaging,” filed Dec. 22, 2009, which is incorporated by reference herein in its entirety, involves a virtual mortar shell or a virtual nuclear strike in a military simulation game. Yet another example geogame, also described in U.S. patent application Ser. No. 12/644,293, involves a virtual unmanned aerial vehicle (UAV), which can provide reconnaissance information about the location of other players of a geogame.
  • In another example geogame, which is described in U.S. patent application Ser. No. 12/914,811, entitled “Geogame For Mobile Device,” filed Oct. 28, 2010, which is incorporated by reference herein in its entirety, players, utilizing wireless devices, are required to continuously physically move within a defined boundary throughout the geogame. The wireless devices, with the aid of a location system, such as GPS, track the movements of the players. As players move, virtual tails are generated behind each player, and their locations are determined and geocast, via a wireless geographic broadcast protocol, to all players of the geogame. Each player observes all players movements and tail locations on his/her wireless device. If a player stops moving, the player is expelled from the game. If a player exits the confines of the boundary, the player is expelled from the game. If a player crosses a virtual tail, the player is expelled from the game. If two virtual tails cross, both players are expelled from the game. The last player remaining is the winner.
  • In another example geogame, described herein, distributed virtual objects are controlled by using a scalable wireless geocast protocol to propagate timely messaging. Within this messaging, several distributed algorithms operate to distribute virtual object state updates. In operation, the geogame comprises multiple levels, with each level presenting different types of challenges and different virtual object behaviors. On one level, a set of “good” virtual objects fly randomly around the landscape, while the user must run/move so that the user's device detects its location to lie within the boundary of a virtual object, thereby ‘catching’ it and obtaining points. As one player catches a virtual object, that virtual object is no longer available for other players to catch. Thus, state changes are propagated to all players in the area (via geocast messaging). Another example level adds “bad” virtual objects. According to the rules of game play, players must move so that their location does not lie within the bad virtual object boundaries or else they lose points for such time. Another level adds the behavior of a good virtual object “flying away” from players, making it harder for players to catch them. Since this requires them to react to the players' positions, it requires distribution of state changes as well. Another level adds bad virtual object that chase players. Another level gives players the ability to command captured virtual object as “attack objects”. Timestamps, voting protocols, and multiphase commitment protocols are used to implement distributed virtual object state changes.
  • In an example embodiment, each WT taking part in the geogame is programmed with the scalable tiered geocast communication protocol. One example of a type of scalable protocol is the mobile ad hoc network geocast protocol. Using the tiered geocast protocol, geogaming can be occasioned in all types of network scenarios, including those in which relevant areas are densely populated with participating WTs, those in which areas are sparsely populated, and even in areas long-range infrastructure such as cell towers, WIFI hotspot or other Internet router are not reachable by the WTs taking part in the game.
  • Geocast protocols differ from a traditional Internet protocol (IP) such as the uniform datagram protocol (UDP) in that messages are addressed to a destination geocast region instead of an IP address, such as an UDP address. Utilizing the geocast protocol, WTs in a target area do not need to register to a group address, as required of some other protocols. In some example embodiments, each geocast data packet is assigned, at origination, a globally unique packet serial number. The unique packet serial number is read by participating devices according to the protocol to, for example, determine whether a particular data packet is being received for a first time or has been received before. The packet serial number and all other packet information may be positioned in a header or body of the data packet.
  • The geogaming application is in some embodiments configured to store pre-set or previously identified geocast destination, locations, region, or the like, and allow the initiating player to select appropriately for geocasting.
  • Geocast data packets are transmitted according to heuristics of a tiered geocast protocol, which is described in more detail herein, to a destination geocast region for reception by all devices located in the region that are programmed with the geocast protocol, i.e., participating devices.
  • Although basic geocasting over only a single network (e.g., long-range network) enables communications in some situations where traditional networking is impractical or inadequate, it is in some embodiments preferable to selectively geocast over one or more of two or more networks (i.e., tiers) versus the flat configuration of a single network. The tiered geocast protocol of the present disclosure improves on single-network geocasting by providing the heuristics, or decision rules, for selectively propagating geocast data packets within a relatively short-range, peer-to-peer network, and bridging packets onto a long-range network for long-distance transport depending on various circumstances. Each participating WT and other nodes (e.g., WIFI access point or other router) have forwarding rules, including geographical parameters, and a look-up table for use in implementing the rules.
  • In one embodiment, the geocast system is configured such that a transmitting WT receives a confirmation that a geocast data packet was transmitted successfully. For example, it is contemplated that at least one of the WTs in a geocasting destination region, even if not a WT actively participating in the game, could return geocast a confirmation data packet indicating that the packet was received by a WT in the region. In one contemplated embodiment, although the protocol is based on a geographical address and not a device-specific address, a device-specific address of a target WT participating in the game is included in a geocast and the target WT initiates inclusion in a return geocast data packet of a confirmation of receipt message to the originating WT.
  • In addition, in some embodiments, a geocast data packet includes one or more fields, such as in a header or body of the packet, in which information related to a path taken by a packet is recorded. For example, a receiving node (e.g., WT or Internet router) receiving a geocast can retrieve data from the geocast header to identify an ordered list of the nodes whose transmissions led to the receiving node receiving it. In this way, path discovery is integrated into the transmission process. Any node can also use this information to send a source-routed unicast back to any node along the path, which is termed reverse-path forwarding (RPF).
  • Although a two-tiered communication system, including a first short-range peer-to-peer network and a long-range network, is primarily described herein, the geogaming application of the present disclosure may be implemented in connection with a protocol and communication system using other types of networks as well as or instead of those described herein, and in connection with more than two network tiers.
  • Propagations over the short-range network are made between devices programmed with the scalable tiered geocast protocol, whereby adjacent devices are within range of each other, such as radio range (e.g., 100 meters). The WTs and tiered geocast protocol are configured to transmit geocast data packets over one or more short-range networks, including existing wireless local area networks (WLANs), such an IEEE 802.11 network. As an example, when a first gaming WT is about 900 meters from an edge of a geocasting region including a second gaming WT, a geocast data packet from the first device would be broadcasted and participating intermediate devices would receive and retransmit the geocast data packet until it reached the geocast region, without need for transmission over an Internet router or other base station. In this example, depending on the location of a retransmitting device, the geocast data packet can be broadcast to the geocast region in one or two hops.
  • Geogaming is particularly suited to highly mobile devices without requiring connection to an infrastructure-based communications network. A mobile ad hoc network is an example of such a set of devices. Mobile ad hoc networks extend the reach of data networking into areas and scenarios in which infrastructure-based networking is impossible or impractical. For example, mobile ad hoc networks can allow first responders to use networked messaging and information applications in a zone where the network infrastructure has been destroyed by a disaster. Mobile ad hoc networks can provide military units operating in battlefield situations lacking infrastructure the same types of benefits as infrastructure-based networks. Mobile ad hoc networks can allow networking among low resource nodes, such as man-worn devices powered by lightweight wearable batteries, by allowing units to relay each other's short-range transmissions, instead of each unit transmitting long range directly to the destination.
  • To better understand geogaming and applications thereof, a description of mobile ad hoc networks is provided. In is to be understood however, that applications of geogaming are not limited to mobile ad hoc networks. Rather, geogaming is applicable to any appropriate device or group of devices.
  • A mobile ad hoc network comprises communications devices (also referred to as nodes) that communicate with each other via geographical broadcasting, referred to as geocasting. Geocasting is described in U.S. Pat. No. 7,525,933, entitled “System And Method For Mobile Ad Hoc Network,” filed Nov. 30, 2005, issued Apr. 28, 2009, and is incorporated by reference herein in its entirety. Geocasting uses a protocol in which an IP address is replaced with a geographic address. Thus, each geocast message comprises an indication of a location of a geographic region of intended reception of the geocast message. Generally, a packet is sent to every communications device located within a specific geographic region. The packet can contain an indication of the location of the sender, an indication of the geographic region, a payload, or a combination thereof, or the like. The communications devices in the geographic region, and any other communications devices that can communicate with them, are referred to, collectively, as a mobile ad hoc network. No registration is required to become a member of the mobile ad hoc network. Any communications device in the mobile ad hoc network can send a message to any or every communications device in the mobile ad hoc network. As communications devices move within communications range of any member of the mobile ad hoc network, they can become members of the mobile ad hoc network without requiring registration. The communications devices of the ad hoc network of communications devices communicate with each other. The ad hoc network of communications devices does not require base station terminals to control communications between the mobile devices. In example embodiments, base stations or routers may be used to relay messages between different mobile ad hoc networks, or to use other network transports such as other traditional internet protocol networks, such as the internet, to bridge messages between mobile ad hoc networks. Each communications device is capable of receiving and/or transmitting data packets to and/or from other communications devices in the mobile ad hoc network.
  • In an example embodiment, a communications device transfers packets to other communications devices according to heuristic decision rules that determine whether a receiving device will re-transmit a received packet. These rules effectively guide packets to their destinations and control communication traffic within the ad hoc network. The decision rules achieve this control by using statistics obtained and recorded by a communications device as it receives packets transmitted within reception range within its environment. This distributed packet transfer mechanism results in packets “flowing” to and throughout the geocast region specified in each packet. The communications devices in the geocast region receive and process each distinct packet, typically rendering the content to the user via a user interface of a communications device. Two packets are distinct if they contain distinct geocast identifiers. However, a re-transmitted copy of a packet generally will contain the same geocast identifier as the original packet.
  • FIG. 1 illustrates an example mobile ad hoc network in which geogaming may be implemented. Communications devices (nodes) in the mobile ad hoc network can communicate via RF encoded with geographic information, via Bluetooth technology, via WiFI (e.g., in accordance with the 802.11 standard), or the like, or any combination thereof. For example, as depicted in FIG. 1, communication devices 12, 14, 16, 18, and 20 form a mobile ad hoc network. As shown in FIG. 1, communication device 12 communicates with communications device 14 directly (e.g., via Bluetooth). Communication device 14 communicates with communications device 16, and thus can retransmit information received from communications device 12 to communications device 16, and vice versa (retransmit information received from communications device 16 to communications device 12). Communications device 16 communicates with communications devices 18 and 20, and can relay information from/to communications devices 18 and/or 20 to/from communications devices 12 and/or 14.
  • Although not depicted in FIG. 1, it is possible, in a mobile ad hoc network, that, for a pair of nodes (A and B for example), node A can receive from node B but node B can not receive from node A. This asymmetric style of communication is potential likely in a mobile ad hoc network.
  • In an example embodiment, communications devices that receive a message can resend the message in accordance with the scalable wireless geocast protocol. For example, a communication device's ability to retransmit a message can be based on the number of times the message was previously received, the communication device's proximity with respect to the communications devices from which the message was sent, and/or the communication device's proximity to the geocast region. This can be implemented as a three step location-based approach, which is described in detail in the aforementioned U.S. Pat. No. 7,525,933, entitled “System And Method For Mobile Ad Hoc Network,” filed Nov. 30, 2005, issued Apr. 28, 2009. First, in accordance with the location-based approach, the receiving communication device determines whether it has previously received the same message at least a predetermined number (N) of times. If not, it retransmits the message over the ad hoc network of communications devices. If so, the communications device progresses to the second step and determines whether the sending communications device is closer than some minimum distance away. If no prior transmitter of the message was closer than some minimum distance away, the communications device retransmits the message over the ad hoc network of communications devices. Otherwise, the communications device progresses to the third step and determines whether it is closer to the center of the geocast region than any sending communications device from which the message was received. If so, the communications device transmits the message over the ad hoc network of communications devices. If not, the communications device does not retransmit the message.
  • This location-based approach prevents the receiving communications device from retransmitting a message that was most likely already retransmitted by another communications device located close to it (and thus most likely reaching the same neighboring communications devices that it can reach). In addition, this location-based approach reduces the chance that the communications device will retransmit the same message multiple times to the same neighboring communications devices.
  • As mentioned above, a mobile ad hoc network does not require a communications network infrastructure or a WiFi access point. However, in an example configuration, a mobile ad hoc network can utilize WiFi access points and/or a communications network infrastructure.
  • FIG. 2 illustrates example communications in an ad hoc network in which geogaming can be implemented via a WiFi access point. As depicted in FIG. 2, communication devices 26, 28, 30, 36, and 38 form a mobile ad hoc network and communication device 32 and 34 form another mobile ad hoc network. Coverage area 22, which is the area covered by a WiFi access point 40, covers communication devices 26 and 28. Coverage area 24, which is the area covered by another WiFi access point 42 covers communication device 32. As shown in FIG. 2, communication device 34 transmits to communication device 32 directly (e.g., via Bluetooth). Communication device 32 retransmits to a WiFi access point 42 which in turn retransmits to the other WiFi access point 40. Communication devices 26 and 28 receive the transmission from the WiFi access point 40, and communication device 28 retransmits directly to communication device 30. And, as depicted, communication device 30 retransmits to other communication devices 36 and 38.
  • FIG. 3 illustrates an example mobile ad hoc network in which geogaming can be implemented utilizing tiered geocasting and forwarding zones. Tiered geocasting uses long range (LR) transmitters (such as communications devices, etc), infrastructure, a communications network, a cellular tower, or a combination thereof, when available. Tiered geocasting assumes that at least one tier is usable by at least one of the communications devices. A long range tier is a tier wherein characteristic message transfers between devices occur over a longer physical range than those over some other tier. A long range tier can be wireless, wired, or a combination thereof.
  • A forwarding zone can be utilized to implement tiered geocasting. A common forwarding zone can be defined for all geocast packets or different forwarding zones can be defined for each type of geocast packet. Forwarding zones (as shown in FIG. 3, for example and without limitation) can be defined differently in different tiers, even for the same packet type or even same packet. Thus, forwarding heuristics can be applied independently per tier, with bridging at multi-tier capable nodes. In an example embodiment, a communications device retransmits a packet only if the communications device is located within the forwarding zone defined for the packet's type. This determination is in addition to the determinations described above and, if the communications device is not in the forwarding zone, the packet will not be retransmitted, even if one or more of the above conditions would otherwise have caused a retransmission hold.
  • As depicted in FIG. 3, nodes (e.g., communications devices) D1, D2, D3, D4, D5, D6, and D7, are at various locations within short range (SR) and long range (LR) tiers. All of devices D1, D2, D3, D4, D5, D6, and D7 together form a mobile ad hoc network, with devices D5, D6, and D7 being located in geocast region Y, hence being targets of a message sent by D1. Each communications device D1, D2, D3, D4, D5, D6, and D7 can determine its own geographical location through any type of location determination system including, for example, the Global Positioning System (GPS), assisted GPS (A-GPS), time difference of arrival calculations, configured constant location (in the case of non-moving nodes), any combination thereof, or any other appropriate means. Each communications device is operable to transmit and receive packets on a mobile ad hoc network. In addition, at any given time, some subset (possibly all) of the communications devices may be operable to transmit and receive packets over the long range tier network. For example, though not a limitation, in FIG. 3, devices D2, D3, and D4 can transmit and receive messages over both the short and long range tiers. Note that this latter fact is indicated visually in the diagram by D2, D3, and D4 each having two dots (one in the short range tier and one in the long range tier) connected by a vertical line. The long-rang tier network can be any network in which packets can be transmitted from one long range capable communications device to another long range capable communications device. Such packet networks can include, for example, an infrastructure-based network comprising wireless base stations (for up- and down-link) operating on a separate frequency from that used by an ad hoc network. In addition, the long rang tier network also could be implemented simply as another instance of an ad hoc network using distinct radio frequencies and possibly longer radio ranges.
  • Communications device D1 transmits the message, and communications device D2 receives the transmission from communications device D1. Communications device D2 retransmits (transmission 2 a), within the short range tier and in accordance with the heuristics for the short range forwarding zone (SRFZ) as well as within the long range tier (transmission 2 b). Communications D2, with long range transmission capability (in the long range tier) retransmits in the long range tier as well (transmission 2 b). Communications device D3 receives the transmission 2 b from communications device D2 and retransmits (as transmission 3) in the long range tier only. Communications device D4 receives the transmission 3 from communications device D3 and retransmits both on the long and short range tiers, resulting in transmission 4 a in the long range tier and 4 b in the short range tier. Communications device D5, within geocast region Y, receives the transmission 4 a, and in turn retransmits (transmission 5) within the geocast region Y. Transmission 5 is received by the other devices in geocast region Y, namely devices D6 and D7, thus completing the geocast message transfer.
  • As described above, an example geogame is played within a geographic area. Geocast origination, destination, and termination regions can be defined by geographic parameters and may have any size and shape. As examples, the regions may be defined by three or more bounding geographic coordinates, forming a triangle, rectangle, or other shape, or a single geographic coordinate and a radius or diameter, forming a geocast region.
  • Players can identify the geocast region directly or indirectly. In one embodiment, an initiating player selects a region indirectly by identifying a target player with whom the initiating player wishes to play. The geocast region may be defined by the initiating WT, the target WT, or other entity, such as a remote server facilitating game initiation and/or play. The geocast region may be defined, at least in part, based on a location of the target WT. In various embodiments, the location of the target WT is obtained from the target WT or other sources such as from a network resource, like a home location register (HLR) to which the target WT is associated.
  • FIG. 4, comprising FIG. 4A-FIG. 4E depict example geocast regions or boundaries. A geocast region may be defined to be a single point 40, as depicted in FIG. 4A. A point geocast region may be defined by a longitude value and a latitude value (not shown). A point above the surface of the earth could be defined by providing an altitude value in addition to longitude and latitude values. A geocast region may also comprise multiple single points (not shown) such as the single point 40. Location points such as point 40 may be used as the building blocks for more complex geocast region geometries, as described herein. FIG. 4B depicts a geocast region defined by a point 40 in combination with a radius 42. The geocast region of this example will comprise the area enclosed by the radius, and may include the space above the area as well. A geocast region could also be defined as the overlap region between two or more circular geocast regions (not shown). FIG. 4C depicts a more complex geometry formed from a series of points 40 interconnected with straight boundary lines. This technique of geocast region definition is similar to the techniques typically used in the definition of parcels of real property. FIGS. 4D and 4E depict the creation of one or more geocast regions within a single geographic footprint. FIG. 4D depicts creating a geocast region for a specific floor of a building 44. The single floor geocast region is defined as the volume of space between upper and lower areas, each formed using a series of points 40 set at corners of the buildings. FIG. 4E depicts an alternate technique for defining a single floor geocast region in building 44. Upper and lower points 40 are defined in the middle of the ceiling and the floor of the geocast region respectively. The single floor geocast region is then defined as the volume of space between an upper area and a lower area defined by a pair of radii 42 extending from the middle points. Geocast regions may also be defined to change in size, geographic location, etc. with time (not shown), essentially allowing the creation of geocast geogaming regions in four dimensions. For example a geogaming region corresponding to a virtual playing field may be defined to change size, shape, and/or geographic location over time as the number of participating geogame players fluctuates. Information defining a particular geocast region (e.g., a series of points) can be communicated in an addressing portion of a geogaming message. Geocast sub-regions may be defined within a particular geocast region using the above techniques. It should be noted that the techniques described with reference to FIGS. 4A-4E are merely examples, and the scope of the instant disclosure should not be limited thereto. Other geogaming region geometries and techniques for defining geogaming regions may be recognized by those skilled in the art, and are meant to be included within the scope of the instant disclosure.
  • In some embodiments, a player can select a geocast region or the like, by making one or more selections on a map and/or from a list. For example, if a player on a college campus in New York wishes to initiate play with one or more players located on a college campus in London, the initiating player may select the campus in London, or a desired portion of the campus, such as a particular fraternity house selected by map input and/or from a list, as the geocast region, or the like.
  • FIG. 5 depicts a geogame player 45 located in a geogame play region as rendered on a wireless terminal, WT 200. As shown in FIG. 5, the player is rendered on the wireless terminal, WT, as a circle with a dot therein. Players, however, can be rendered in any appropriate format. For example, players can be rendered in different colors, by different shapes, via animation, via icons, via text, via numbers, via avatars, or the like, or any combination thereof. The game play region can be any appropriate region. In various embodiments, a player can define a region by boundaries, select a region from a list of predetermined regions, define a region based on the player's geographical location, or any combination thereof.
  • FIG. 6 depicts “good” virtual objects 50. For the sake of clarity, only three good virtual objects are designed with the number 50. As shown in FIG. 6, each good virtual object is rendered on the wireless terminal, WT 200, as a circle with an “X” therein. Good virtual objects, however, can be rendered in any appropriate format. For example, good virtual objects can be rendered in different colors, by different shapes, via animation, via icons, via text, via numbers, via avatars, or the like, or any combination thereof.
  • FIG. 7 depicts “bad” virtual objects 52. For the sake of clarity, only three bad virtual objects are designed with the number 52. As shown in FIG. 7, each bad virtual object is rendered on the wireless terminal, WT 200, as a circle with an “Y” therein. Bad virtual objects, however, can be rendered in any appropriate format. For example, bad virtual objects can be rendered in different colors, by different shapes, via animation, via icons, via text, via numbers, via avatars, or the like, or any combination thereof.
  • In an example configuration, virtual objects can be rendered as creatures or imaginary entities, such as butterflies, fireflies, moths, birds, fairies, or the like. Creatures can be rendered as good creatures and bad creatures. And, as the creatures/entities appear to fly and/or float, players capture and/or avoid the creatures/entities per rules of the geogame.
  • FIG. 8 depicts good virtual objects 50 and bad virtual objects 52 located in a player's game play region as depicted on WT 200.
  • FIG. 9 depicts another geogame player 47 located in the same geogame play region as player 45, along with good virtual objects 50 and bad virtual objects 52, as rendered on a wireless terminal, WT 200. As shown in FIG. 9, the player 47 is rendered on the wireless terminal, WT, as a square with a dot therein. Players, however, can be rendered in any appropriate format. For example, players can be rendered in different colors, by different shapes, via animation, via icons, via text, via numbers, via avatars, or the like, or any combination thereof. The game play region can be any appropriate region. In various embodiments, a player can define a region by boundaries, select a region from a list of predetermined regions, define a region based on the player's geographical location, or any combination thereof. As shown in FIG. 9, geogame player 9 is playing the geogame in the same geographic region as geogame player 45. However, as described in more detail below, this is not necessary.
  • FIG. 10 depicts an example location and boundary of a virtual object. As depicted in FIG. 10 on WT 200, the geographic boundary associated with the location of the virtual object 54 is defined by the border 56. The virtual object 54 is denoted by the letter “V” so as not to be considered a good or bad virtual object, but rather a generic virtual object for the purpose of this discussion. Border 56 can define an area or a volume. Thus, the circle depicted as the perimeter 56 of virtual object 54 can represent any appropriate two or three dimensional shape, such as, for example, a circle, an ellipse, a sphere, an ellipsoid, a spheroid, or the like. Similarly, a player can represent a three dimensional player. Thus, the circle depicted on the perimeter of player 45, which represent the boundary of the player 45, can represent any appropriate two or three dimensional shape, such as, for example, a circle, an ellipse, a sphere, an ellipsoid, a spheroid, or the like.
  • Virtual objects can represent two or three-dimensional objects that are floating, flying, rolling, moving, remaining stationary, or the like. Accordingly, in a example embodiment, if a virtual object is floating or flying, a player may have to jump to capture a good virtual object. Or a player may be able to duck to avoid a bad virtual object. As depicted in FIG. 10, two players 43 and 45 intersect the boundary of the virtual object 54. That is, the location of each of the two players 43 and 45 is coincident with a portion of the virtual space occupied by the volume (or area if two dimensional) defined by the border 56. A boundary of a virtual object is the virtual space occupied by the virtual object as defined by the border 56. Thus, a player intersects the boundary of a virtual object if the location of the player intersects the border of the boundary or if the location of the player is within the border, as depicted in FIG. 10. According to the rules of the geogame, if the virtual object 54 is a good virtual object, has captured the virtual object 54. If however, the virtual object 54 is a bad virtual object, the player will loses a point or points. In an example embodiment, a player whose device is within the boundary of a bad virtual object will continue to lose points as long as the player is within the boundary. Thus, to avoid losing more points, the player must move away from (move out of the boundary of) the bad virtual object.
  • FIG. 11 depicts renderings of multiple players and multiple virtual objects in different, distinct, physical locations. As shown in FIG. 11A, geogame region 48 a is physically located in a field in New Jersey. As shown in FIG. 11B, geogame region 48 b is physically located in a field in Pennsylvania. In an example scenario, as depicted in FIG. 11, player 45 has selected region 48 a. When player 47 joins the geogame, the location of player 47 is determined and a corresponding region 48 b is determined for player 47. In various example embodiments, the area, volume, and/or dimensions of multiple regions can be the same or differ. After the geogame starts, locations of player's and virtual objects are rendered on each player's WT. The locations of players and virtual objects are appropriately correlated to be rendered similarly with the boundary/region being rendered.
  • According to the rules of the geogame, player 45 is to capture good virtual objects 50 (circled Xs) to obtain points, and is to avoid bad virtual object 52 (squared Xs) to avoid losing points, located in the geogame region 48 a. And, player 47 is to capture good virtual objects 50 (circled Xs) to obtain points, and is to avoid bad virtual object 52 (squared Xs) to avoid losing points, located in the geogame region 48 b. A virtual object is captured when the boundary of the physical geographic location of a device being used by player is determined to intersect the boundary of the geographic location associated with a good virtual object. And a player loses points when the boundary of the physical geographic location of a device being used by player is determined to intersect the boundary of the geographic location associated with a bad virtual object. Each virtual object has a geographic location and boundary associated therewith.
  • FIG. 12 depicts a good virtual object 50 being converted to an attack virtual object 58. In one example embodiment, when a good virtual object is captured, the good virtual object is removed from game play. In an example embodiment involving multiple players, when a player captures a good virtual object, the captured good virtual object can be converted to an “attack” virtual object. As depicted in FIG. 12A, geogame player 45 has captured good virtual object 50. In response to being captured, the good virtual object 50 is converted to an attack virtual object 58 as depicted in FIG. 12B. An attack virtual object represents a bad virtual object for all other players of the geogame other than the player who converted the virtual object. And, an attack virtual object is essentially a neutral virtual object for the converting geogame player. Thus, if the converting player “touches” the virtual object (the boundary of the location of the converting geogame player intersects the boundary of the attack virtual object), the converting player does not lose points and the converting player does not gain points.
  • An attack virtual object, can remain stationary, can move in a predetermined pattern, can mover in a non-predetermined pattern (e.g., random), and/or can move toward other players of the geogame. When the boundary of an attack virtual object intersects the boundary of another geogame player, the other geogame player loses points.
  • In an various example configurations, a bad virtual object can be removed from game play when a player touches (the boundary of the location of the geogame player intersects the boundary of the virtual object) the bad virtual object, a bad virtual object can remain in game play, and the player touching the bad virtual object can continue to lose point until that player moves away from the bad virtual object, or any combination thereof.
  • In an various example configurations, an attack virtual object can be removed from game play when a player touches (the boundary of the location of the geogame player intersects the boundary of the virtual object) the attack virtual object, an attack virtual object can remain in game play, and the player touching the attack virtual object can continue to lose point until that player moves away from the attack virtual object, or any combination thereof.
  • Virtual objects can remain stationary and/or move in various ways. For example, virtual objects can be stationary, move in accordance with deterministic pattern, move in accordance with non-deterministic motion (e.g., randomly), or any combination thereof. Thus, some virtual objects can be stationary, others can move deterministically, and others can move non-deterministically.
  • FIG. 13 depicts a list from which a player can select a destination, termination, boundary, region, or the like. As shown in FIG. 13, a player can select a destination, termination, boundary, region, or the like from a list 62 displayed on mobile communications device. The list can comprise real world locations, virtual locations, or any combination thereof. For example, as depicted, item 64 on the list 62 represents a real world location—a building. Item 66 on the list 62 represent a virtual field designated filed 100. A player can search items on the list in any appropriate manner. For example, a player can scroll through the list by touching the display surface of device, by providing a voice command (e.g., “Scroll List”), by entering text on which to search, by moving the device, or any appropriate combination thereof.
  • In an example embodiment, the selection of a destination, termination, boundary, region, or the like can be made by selecting a location on the map by a finger, fingers, and/or any other appropriate device, and, for example, dragging away or gesture-pinching, from the selected location to create the size of the a circle, oval, rectangular, square, polygon, or any appropriate shape (two dimensional or three dimensional) representing a destination, termination, boundary, region, or the like. In various example embodiments, locations, such as addresses, and/or region dimensions, building names, institution names, landmarks, etc. may be input in other ways by a player, such as by typing, gesture, and/or voice input.
  • FIG. 14 depicts a position 68 of a user 45 on a map displayed on WT 200. Before a user joins a game, the user can indicate his/her position by tapping a point on a map with a finger and/or any appropriate device. In another example embodiment, a user can enter coordinates or any appropriate indication of a location via text, voice, gesture, or any appropriate combination thereof.
  • FIG. 15 depicts an example rendering of a start time of a geogame. In an example embodiment, a user can tap the join indicator 70, and the start time will be rendered on the WT 200. The start time can be rendered visually, audibly, mechanically (vibration), or any combination thereof. The start time can be rendered in any appropriate format. For example, the start time can be a time of day (e.g. 4:05 PM Eastern Standard Time), a count down timer (e.g., time remaining until start of geogame in seconds, minutes, hours, days, etc.), or the like. As depicted in FIG. 10, a user has tapped join indicator 70 and a rendering on the display of WT 50 as shown in display area 64, indicates that the geogame will start in 16 seconds. As time progresses, the indication of time in display are 72 will decrement to zero. At time zero, the game begins.
  • FIG. 16 is an example depiction of multiple players having joined the geogame. Others can join the game prior to start time. As depicted in FIG. 16, players 74 and 76 have joined the game. The respective locations of players 74 and 76 are rendered on the WT 200. As a player joins the geogame, the location of the player is determined and geocast. Other WTs in the geocast region will receive the geocast message comprising the locations of the other players.
  • FIG. 17 is a flow diagram of an example process for playing a geogame. A player joins the geogame at step 80. At step 82, the boundary for each virtual object in the geogame is determined. In an example embodiment, a mobile device (e.g., WT 200) receives information indicative of the location of each virtual object in the geogame. And, the mobile device determines the boundary of each virtual object in the geogame. In another example embodiment, a processor receives the location of each virtual in the geogame, determines the boundary of each virtual object in the geogame, and provides information indicative of the boundary of each virtual object in the geogame. The processor can be one of the mobile devices participating in the geogame, a processor other than one of the mobile devices, or any combination thereof.
  • Each mobile device participating in the geogame determines its current location at step 84. At step 86, each mobile device geocasts its current location. Thus, each mobile device participating in the geogame should receive an indication of the current location of all other mobile devices participating in the geogame.
  • At step 88, each mobile device participating in the geogame determines if the boundary of its currently location intersects with a boundary of any of the virtual objects in the geogame. If, at step 90, it is determined that the boundary of a mobile device does not intersect the boundary of a virtual object, it is determined, at step 114 if the game is over for that player. If the game is over for that player, the game ends for that player at step 116. If the game is not over for that player, the process proceeds to step 82 and, for that player continues therefrom.
  • If, at step 90, it is determined that the boundary of a mobile device intersects the boundary of a virtual object, the type of virtual object is determined at step 92. The type of object can be, for example, good, bad, or attack, as previously described. If it is determined, at step 92, that the type of virtual object is good, the player utilizing the mobile device to participate in the geogame is rewarded at step 94. A reward can include a point or points added to the player's score. A reward can include time added to a player's game play time. For example, if game players are provided a fixed amount of time to play a game, and the winner of the game is the player with the most points when the game is over, a reward for capturing a good virtual object could be to add time (e.g., seconds, minutes, hours) to the player's time allotted for game play.
  • At step 96, it is determined if the captured virtual object is to be converted to an attack object. If, at step 96, it is determined that the captured virtual object is to be converted to an attack object, the captured object is converted to an attack object at step 98. From step 98, it is determined, at step 114 if the game is over for the particular player. If the game is over for the particular player, the game ends, for that player at step 116. If the game is not over for that player, the process proceeds to step 82 and, for that player, continues therefrom. If, at step 96, it is determined that the captured virtual object is not to be converted to an attack object, the captured object is removed from game play at step 1008. From step 100, it is determined, at step 114 if the game is over for the particular player. If the game is over for the particular player, the game ends, for that player at step 116. If the game is not over for that player, the process proceeds to step 82 and, for that player, continues therefrom.
  • If, at step 92, it is determined that the type of virtual object is not a good object, it is determined, at step 102, if the object is a bad virtual object of an attack virtual object. If it is determined, at step 102, that the virtual object is an attack virtual object, it is determined, at step 104, if the player (whose current location boundary intersected the virtual object boundary) was the player who converted the good virtual object to an attack virtual object (converting player) at step 104. If it is determined, at step 104, that the player is the converting player, it is determined at step 114, if the game is over for that player. If the game is over for that player, the game ends, for that player at step 116. If the game is not over for that player, the process proceeds to step 82 and, for that player, continues therefrom.
  • If it is determined, at step 104, that the player (whose current location boundary intersected the virtual object boundary) was not the player who converted the good virtual object to an attack virtual object (not the converting player), the player is penalized at step 106. A penalty can include a point or points be removed from the player's score. A penalty can include time be removed from a player's game play time. For example, if game players are provided a fixed amount of time to play a game, and the winner of the game is the player with the most points when the game is over, a penalty for touching a bad or attack good virtual object could be to remove time (e.g., seconds, minutes, hours) from the player's time allotted for game play.
  • At step 108, it is determined if the virtual object (bad or attack virtual object) is to be removed from game play. If it is determined, at step 108, that the virtual object is to be removed from game play, the virtual object is removed from game play at step 110. From step 110, it is determined, at step 114 if the game is over for the particular player. If the game is over for the particular player, the game ends, for that player at step 116. If the game is not over for that player, the process proceeds to step 82 and, for that player, continues therefrom.
  • If it is determined, at step 108, that the virtual object is not to be removed from game play, the virtual object stays in game play as depicted in step 112. From step 112, it is determined, at step 114 if the game is over for the particular player. If the game is over for the particular player, the game ends, for that player at step 116. If the game is not over for that player, the process proceeds to step 82 and, for that player, continues therefrom.
  • If it is determined, at step 102, that the virtual object is a bad virtual object, it is determined, at step 104, the player is penalized at step 106. A penalty can include a point or points be removed from the player's score. A penalty can include time be removed from a player's game play time. For example, if game players are provided a fixed amount of time to play a game, and the winner of the game is the player with the most points when the game is over, a penalty for touching a bad or attack good virtual object could be to remove time (e.g., seconds, minutes, hours) from the player's time allotted for game play.
  • At step 108, it is determined if the virtual object (bad or attack virtual object) is to be removed from game play. If it is determined, at step 108, that the virtual object is to be removed from game play, the virtual object is removed from game play at step 110. From step 110, it is determined, at step 114 if the game is over for the particular player. If the game is over for the particular player, the game ends, for that player at step 116. If the game is not over for that player, the process proceeds to step 82 and, for that player, continues therefrom.
  • If it is determined, at step 108, that the virtual object is not to be removed from game play, the virtual object stays in game play as depicted in step 112. From step 112, it is determined, at step 114 if the game is over for the particular player. If the game is over for the particular player, the game ends, for that player at step 116. If the game is not over for that player, the process proceeds to step 82 and, for that player, continues therefrom.
  • FIG. 18, which illustrates the relationship between event history and state values, in an example embodiment, a global event history comprises the union of events for each player of the geogame. For example, as depicted in FIG. 19, a global event history stored on player 1's device can include player 1's own event history and the event history of each other player. An event can comprise any appropriate event, such as for example, a position (location) determined at a particular time, a user interface (UI) event (e.g., screen tap at a particular time, etc.), or a combination thereof. A global event history is operated on by a function, depicted as function “f” in FIG. 19, to determine stat values. A state value can include any appropriate state value, such as for example, the state of a virtual object (e.g., good, bad, attack, captured, if flying object: wings open or wings closed, etc.), the state of a player (e.g., intersect a boundary, not intersecting any boundaries, penalized, rewarded, score, etc.).
  • In an example embodiment, a global event history is partitioned in time segments, referred to herein as epochs. FIG. 19 is an depiction of epochs for multiple players. An epoch can represent any appropriate period of time. For example, an epoch can comprise a discrete period of time (e.g., 100 milliseconds), a proportional period of time (e.g., proportional to game length, device clock rate, etc.), or a combination thereof. In an example configuration, the time covered by an epoch is determined to ensure that one position change (position and time), at most, and/or another event (e.g. UI event), occurs during the epoch. For example, referring to FIG. 19, for player 1, during epoch 1, a position, a time associated with the position and a UI event (e.g., tap on the display of the device) shown. The subscript shown indicates the epoch and player. It is to be understood that the depiction of a global event history as shown in FIG. 19 is exemplary, and is not to be construed as limiting thereto.
  • The function, f, determines derived state values from global event history. In an example embodiment, the function, f, determines new positions and states for each virtual object and determines a score for each player. For each virtual object, in order to determine a virtual object's position in the next epoch (i+1), the function, f, determines the virtual object's position (recursively) in the current epoch (i). The function, f, then applies events from the next epoch (i+1) of the global event history and state values of the virtual object (k). The result is a new position and state values for the virtual object (VOk). For example, a virtual object (VOk) couf move 2 meters north and switch from wings open to wings closed. Initial positions and state values can be predetermined and/or calculated. In another example scenario, for each epoch (i), the function, f, can determine whether a player intersects a boundary of a virtual object (VOk), and if so, for good virtual objects, the earliest player to become so positioned is the scorer and obtains points, and for bad virtual objects, all players so positioned incur penalties. And, if the virtual object is captured, the first player so positioned captures the virtual object.
  • FIG. 20 is another flow diagram of an example process for playing a geogame. At step 120, the state of the geogame is initialized. At step 122, the geogame is set up. In an example configuration, setting up comprises declaring (e.g., by an originator of the geogame) an area of play and a start time. All devices can compute a time correction in order to synchronize their respective clocks to the official “game time.”
  • At step 124, it is determined if the geogame is started. If it is determined, at step 124, that the game has not started, the process remains at step 124 to continue to determine if the geogame has started. If, it is determined, at step 124, that the game has started, the process proceeds to steps 126, 142, and 152, to concurrently execute the respective subsequent steps. That is, the three groups of steps (126, 128, 130, 132, 134, 136, and 138), (142, 146, 148, and 150), and (152, 154, 156, and 158) can run concurrently.
  • At step 126, it is determined if an event has occurred, and the type of event. An event can comprise any appropriate event, such as for example, a position change, a UI event, a game ending event, an event history from another player/device, or the like, or a combination thereof. If it is determined, at step 126, that an event has occurred, and that the event is a game ending event, the game is ended, for that device, at step 138. A game ending event can comprising any appropriate game ending event, such as for example, a game over event and/or expiration of time event (e.g., game time expired, level time expired, etc.) has occurred.
  • If, at step 126, it is determined that an event has occurred, and that the event is an event history from another player/device, the event history is received at step 128. The event history from the other player/device is merged with the event history of the receiving player/device at step 130. Geogame states are computed (e.g., updated with the merged event history) at step 132. From step 132, the process proceeds to step 126.
  • If, at step 126, it is determined that an event has occurred, and that the event comprises location information, an indication to update location, and/or a UI event, the location of the device is determined at step 134. At step 136, the event history of the device is augmented with the newly determined location information. And, geogame states are computed (e.g., updated with the augmented event history) at step 132. From step 132, the process proceeds to step 126.
  • Concurrently (e.g., with steps 126, 128, 130, 132, 134, 136, 138 and with steps 152, 154, 156, 158), it is determined, at step 142, if a transmit occasion has occurred. If it is determined, at step 142, that a transmit occasion has occurred (e.g., an opportunity to transmit), the device geocasts its event history at step 146. If it is determined, at step 142, that a transmit occasion has not occurred (e.g., no opportunity to transmit), it is determined, at step 148, if a game ending event has occurred. If, at step 148, it is determined that a game ending event has occurred, the game is ended, for that device, at step 150. If, at step 148, it is determined that a game ending event has not occurred, the process proceeds to step 142.
  • Concurrently (e.g., with steps 126, 128, 130, 132, 134, 136, 138 and with steps 152, 154, 156, 158), it is determined, at step 152, if a screen refresh occasion has occurred. If it is determined, at step 152, that a screen refresh occasion has occurred (e.g., an opportunity to refresh the display of the device), the screen (e.g., display of the device) is refreshed at step 154. If it is determined, at step 152, that a screen refresh occasion has not occurred (e.g., no opportunity to refresh the display of the device), it is determined, at step 156, if a game ending event has occurred. If, at step 156, it is determined that a game ending event has occurred, the game is ended, for that device, at step 158. If, at step 156, it is determined that a game ending event has not occurred, the process proceeds to step 152.
  • FIG. 21 is a block diagram of an example communications device (also referred to as a node, or wireless terminal, WT) 220 configured to facilitate geogaming. In an example configuration, communications device 220 is a mobile wireless device. The communications device 220 can comprise any appropriate device, examples of which include a portable computing device, such as a laptop, a personal digital assistant (“PDA”), a portable phone (e.g., a cell phone or the like, a smart phone, a video phone), a portable email device, a portable gaming device, a TV, a DVD player, portable media player, (e.g., a portable music player, such as an MP3 player, a walkmans, etc.), a portable navigation device (e.g., GPS compatible device, A-GPS compatible device, etc.), or a combination thereof. The communications device 220 can include devices that are not typically thought of as portable, such as, for example, a public computing device, a navigation device installed in-vehicle, a set top box, or the like. The mobile communications device 220 can include non-conventional computing devices, such as, for example, a kitchen appliance, a motor vehicle control (e.g., steering wheel), etc., or the like. As evident from the herein description, a node, and thus a communications device, is not to be construed as software per se.
  • The communications device 220 can include any appropriate device, mechanism, software, and/or hardware for facilitating a geogame as described herein. In an example embodiment, the ability to facilitate a geogame is a feature of the communications device 220 that can be turned on and off. Thus, an owner/user of the communications device 220 can opt-in or opt-out of this capability.
  • In an example configuration, the communications device 220 comprises a processing portion 222, a memory portion 224, an input/output portion 226, and a user interface (UI) portion 228. It is emphasized that the block diagram depiction of communications device 220 is exemplary and not intended to imply a specific implementation and/or configuration. For example, in an example configuration, the communications device 220 comprises a cellular phone and the processing portion 222 and/or the memory portion 224 are implemented, in part or in total, on a subscriber identity module (SIM) of the mobile communications device 220. In another example configuration, the communications device 220 comprises a laptop computer. The laptop computer can include a SIM, and various portions of the processing portion 222 and/or the memory portion 224 can be implemented on the SIM, on the laptop other than the SIM, or any combination thereof.
  • The processing portion 222, memory portion 224, and input/output portion 226 are coupled together to allow communications therebetween. In various embodiments, the input/output portion 226 comprises a receiver of the communications device 220, a transmitter of the communications device 220, or a combination thereof. The input/output portion 226 is capable of receiving and/or providing information pertaining geogaming as described above. For example, the communications device 220 is capable of sending geocasts and receiving geocasts. In various configurations, the input/output portion 226 can receive and/or provide information via any appropriate means, such as, for example, optical means (e.g., infrared), electromagnetic means (e.g., RF, WI-FI, BLUETOOTH, ZIGBEE, etc.), acoustic means (e.g., speaker, microphone, ultrasonic receiver, ultrasonic transmitter), or a combination thereof.
  • The processing portion 222 is capable of performing functions pertaining to geogaming as described above. In a basic configuration, the communications device 220 can include at least one memory portion 224. The memory portion 224 is a storage medium having a tangible physical structure. The memory portion 224 can store any information utilized in conjunction with geogaming as described above. Depending upon the exact configuration and type of processor, the memory portion 224 can be volatile (such as some types of RAM), non-volatile (such as ROM, flash memory, etc.), or a combination thereof. The mobile communications device 220 can include additional storage (e.g., removable storage and/or non-removable storage) including, but not limited to, tape, flash memory, smart cards, CD-ROM, digital versatile disks (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, universal serial bus (USB) compatible memory, or any other medium which can be used to store information and which can be accessed by the mobile communications device 220.
  • The communications device 220 also can contain a user interface (UI) portion 228 allowing a user to communicate with the communications device 220. The UI portion 228 is capable of rendering any information utilized in conjunction with geogaming as described above. The UI portion 228 can provide the ability to control the communications device 220, via, for example, buttons, soft keys, voice actuated controls, a touch screen, movement of the mobile communications device 220, visual cues (e.g., moving a hand in front of a camera on the mobile communications device 220), or the like. The UI portion 228 can provide visual information (e.g., via a display), audio information (e.g., via speaker), mechanically (e.g., via a vibrating mechanism), or a combination thereof. In various configurations, the UI portion 228 can comprise a display, a touch screen, a keyboard, an accelerometer, a motion detector, a speaker, a microphone, a camera, a tilt sensor, or any combination thereof. The UI portion 228 can comprise means for inputting biometric information, such as, for example, fingerprint information, retinal information, voice information, and/or facial characteristic information.
  • The UI portion 228 can include a display for displaying multimedia such as, for example, virtual objects, players, application graphical user interfaces (GUIs), text, images, video, telephony functions such as Caller ID data, setup functions, menus, music, metadata, messages, wallpaper, graphics, Internet content, device status, preferences settings, map and location data, routes and other directions, points of interest (POI), and the like.
  • In some embodiments, the UI portion can comprise a user interface (UI) application. The UI application interfaces with a client or operating system (OS) to, for example, facilitate user interaction with device functionality and data. The UI application can aid a user in entering message content, viewing received messages, answering/initiating calls, entering/deleting data, entering and setting user IDs and passwords, configuring settings, manipulating address book content and/or settings, interacting with other applications, or the like, and may aid the user in inputting selections and maneuvers associated with geogaming as described herein.
  • Although not necessary to implement geogaming, a communications device can be part of and/or in communications with various wireless communications networks. Some of which are described below.
  • FIG. 22 depicts an overall block diagram of an exemplary packet-based mobile cellular network environment, such as a GPRS network, within which geogaming can be implemented. In the exemplary packet-based mobile cellular network environment shown in FIG. 22, there are a plurality of Base Station Subsystems (“BSS”) 800 (only one is shown), each of which comprises a Base Station Controller (“BSC”) 802 serving a plurality of Base Transceiver Stations (“BTS”) such as BTSs 804, 806, and 808. BTSs 804, 806, 808, etc. are the access points where users of packet-based mobile devices become connected to the wireless network. In exemplary fashion, the packet traffic originating from user devices is transported via an over-the-air interface to a BTS 808, and from the BTS 808 to the BSC 802. Base station subsystems, such as BSS 800, are a part of internal frame relay network 810 that can include Service GPRS Support Nodes (“SGSN”) such as SGSN 812 and 814. Each SGSN is connected to an internal packet network 820 through which a SGSN 812, 814, etc. can route data packets to and from a plurality of gateway GPRS support nodes (GGSN) 822, 824, 826, etc. As illustrated, SGSN 814 and GGSNs 822, 824, and 826 are part of internal packet network 820. Gateway GPRS serving nodes 822, 824 and 826 mainly provide an interface to external Internet Protocol (“IP”) networks such as Public Land Mobile Network (“PLMN”) 850, corporate intranets 840, or Fixed-End System (“FES”) or the public Internet 830. As illustrated, subscriber corporate network 840 may be connected to GGSN 824 via firewall 832; and PLMN 850 is connected to GGSN 824 via boarder gateway router 834. The Remote Authentication Dial-In User Service (“RADIUS”) server 842 may be used for caller authentication when a user of a mobile cellular device calls corporate network 840.
  • Generally, there can be a several cell sizes in a GSM network, referred to as macro, micro, pico, femto and umbrella cells. The coverage area of each cell is different in different environments. Macro cells can be regarded as cells in which the base station antenna is installed in a mast or a building above average roof top level. Micro cells are cells whose antenna height is under average roof top level. Micro-cells are typically used in urban areas. Pico cells are small cells having a diameter of a few dozen meters. Pico cells are used mainly indoors. Femto cells have the same size as pico cells, but a smaller transport capacity. Femto cells are used indoors, in residential, or small business environments. On the other hand, umbrella cells are used to cover shadowed regions of smaller cells and fill in gaps in coverage between those cells.
  • FIG. 23 illustrates an architecture of a typical GPRS network within which geogaming can be implemented. The architecture depicted in FIG. 23 is segmented into four groups: users 950, radio access network 960, core network 970, and interconnect network 980. Users 950 comprise a plurality of end users. Note, device 912 is referred to as a mobile subscriber in the description of network shown in FIG. 23. In an example embodiment, the device depicted as mobile subscriber 912 comprises a communications device (e.g., communications device 278). Radio access network 960 comprises a plurality of base station subsystems such as BSSs 962, which include BTSs 964 and BSCs 966. Core network 970 comprises a host of various network elements. As illustrated in FIG. 23, core network 970 may comprise Mobile Switching Center (“MSC”) 971, Service Control Point (“SCP”) 972, gateway MSC 973, SGSN 976, Home Location Register (“HLR”) 974, Authentication Center (“AuC”) 975, Domain Name Server (“DNS”) 977, and GGSN 978. Interconnect network 980 also comprises a host of various networks and other network elements. As illustrated in FIG. 23, interconnect network 980 comprises Public Switched Telephone Network (“PSTN”) 982, Fixed-End System (“FES”) or Internet 984, firewall 988, and Corporate Network 989.
  • A mobile switching center can be connected to a large number of base station controllers. At MSC 971, for instance, depending on the type of traffic, the traffic may be separated in that voice may be sent to Public Switched Telephone Network (“PSTN”) 982 through Gateway MSC (“GMSC”) 973, and/or data may be sent to SGSN 976, which then sends the data traffic to GGSN 978 for further forwarding.
  • When MSC 971 receives call traffic, for example, from BSC 966, it sends a query to a database hosted by SCP 972. The SCP 972 processes the request and issues a response to MSC 971 so that it may continue call processing as appropriate.
  • The HLR 974 is a centralized database for users to register to the GPRS network. HLR 974 stores static information about the subscribers such as the International Mobile Subscriber Identity (“IMSI”), subscribed services, and a key for authenticating the subscriber. HLR 974 also stores dynamic subscriber information such as the current location of the mobile subscriber. Associated with HLR 974 is AuC 975. AuC 975 is a database that contains the algorithms for authenticating subscribers and includes the associated keys for encryption to safeguard the user input for authentication.
  • In the following, depending on context, the term “mobile subscriber” sometimes refers to the end user and sometimes to the actual portable device, such as a mobile device, used by an end user of the mobile cellular service. When a mobile subscriber turns on his or her mobile device, the mobile device goes through an attach process by which the mobile device attaches to an SGSN of the GPRS network. In FIG. 23, when mobile subscriber 912 initiates the attach process by turning on the network capabilities of the mobile device, an attach request is sent by mobile subscriber 912 to SGSN 976. The SGSN 976 queries another SGSN, to which mobile subscriber 912 was attached before, for the identity of mobile subscriber 912. Upon receiving the identity of mobile subscriber 912 from the other SGSN, SGSN 976 requests more information from mobile subscriber 912. This information is used to authenticate mobile subscriber 912 to SGSN 976 by HLR 974. Once verified, SGSN 976 sends a location update to HLR 974 indicating the change of location to a new SGSN, in this case SGSN 976. HLR 974 notifies the old SGSN, to which mobile subscriber 912 was attached before, to cancel the location process for mobile subscriber 912. HLR 974 then notifies SGSN 976 that the location update has been performed. At this time, SGSN 976 sends an Attach Accept message to mobile subscriber 912, which in turn sends an Attach Complete message to SGSN 976.
  • After attaching itself with the network, mobile subscriber 912 then goes through the authentication process. In the authentication process, SGSN 976 sends the authentication information to HLR 974, which sends information back to SGSN 976 based on the user profile that was part of the user's initial setup. The SGSN 976 then sends a request for authentication and ciphering to mobile subscriber 912. The mobile subscriber 912 uses an algorithm to send the user identification (ID) and password to SGSN 976. The SGSN 976 uses the same algorithm and compares the result. If a match occurs, SGSN 976 authenticates mobile subscriber 912.
  • Next, the mobile subscriber 912 establishes a user session with the destination network, corporate network 989, by going through a Packet Data Protocol (“PDP”) activation process. Briefly, in the process, mobile subscriber 912 requests access to the Access Point Name (“APN”), for example, UPS.com, and SGSN 976 receives the activation request from mobile subscriber 912. SGSN 976 then initiates a Domain Name Service (“DNS”) query to learn which GGSN node has access to the UPS.com APN. The DNS query is sent to the DNS server within the core network 970, such as DNS 977, which is provisioned to map to one or more GGSN nodes in the core network 970. Based on the APN, the mapped GGSN 978 can access the requested corporate network 989. The SGSN 976 then sends to GGSN 978 a Create Packet Data Protocol (“PDP”) Context Request message that contains necessary information. The GGSN 978 sends a Create PDP Context Response message to SGSN 976, which then sends an Activate PDP Context Accept message to mobile subscriber 912.
  • Once activated, data packets of the call made by mobile subscriber 912 can then go through radio access network 960, core network 970, and interconnect network 980, in a particular fixed-end system or Internet 984 and firewall 988, to reach corporate network 989.
  • FIG. 24 illustrates an exemplary block diagram view of a GSM/GPRS/IP multimedia network architecture within geogaming can be implemented. As illustrated, the architecture of FIG. 24 includes a GSM core network 1001, a GPRS network 1030 and an IP multimedia network 1038. The GSM core network 1001 includes a Mobile Station (MS) 1002, at least one Base Transceiver Station (BTS) 1004 and a Base Station Controller (BSC) 1006. The MS 1002 is physical equipment or Mobile Equipment (ME), such as a mobile phone or a laptop computer that is used by mobile subscribers, with a Subscriber identity Module (SIM) or a Universal Integrated Circuit Card (UICC). The SIM or UICC includes an International Mobile Subscriber Identity (IMSI), which is a unique identifier of a subscriber. The BTS 1004 is physical equipment, such as a radio tower, that enables a radio interface to communicate with the MS. Each BTS may serve more than one MS. The BSC 1006 manages radio resources, including the BTS. The BSC may be connected to several BTSs. The BSC and BTS components, in combination, are generally referred to as a base station (BSS) or radio access network (RAN) 1003.
  • The GSM core network 1001 also includes a Mobile Switching Center (MSC) 1008, a Gateway Mobile Switching Center (GMSC) 1010, a Home Location Register (HLR) 1012, Visitor Location Register (VLR) 1014, an Authentication Center (AuC) 1018, and an Equipment Identity Register (EIR) 1016. The MSC 1008 performs a switching function for the network. The MSC also performs other functions, such as registration, authentication, location updating, handovers, and call routing. The GMSC 1010 provides a gateway between the GSM network and other networks, such as an Integrated Services Digital Network (ISDN) or Public Switched Telephone Networks (PSTNs) 1020. Thus, the GMSC 1010 provides interworking functionality with external networks.
  • The HLR 1012 is a database that contains administrative information regarding each subscriber registered in a corresponding GSM network. The HLR 1012 also contains the current location of each MS. The VLR 1014 is a database that contains selected administrative information from the HLR 1012. The VLR contains information necessary for call control and provision of subscribed services for each MS currently located in a geographical area controlled by the VLR. The HLR 1012 and the VLR 1014, together with the MSC 1008, provide the call routing and roaming capabilities of GSM. The AuC 1016 provides the parameters needed for authentication and encryption functions. Such parameters allow verification of a subscriber's identity. The EIR 1018 stores security-sensitive information about the mobile equipment.
  • A Short Message Service Center (SMSC) 1009 allows one-to-one Short Message Service (SMS) messages to be sent to/from the MS 1002. A Push Proxy Gateway (PPG) 1011 is used to “push” (i.e., send without a synchronous request) content to the MS 1002. The PPG 1011 acts as a proxy between wired and wireless networks to facilitate pushing of data to the MS 1002. A Short Message Peer to Peer (SMPP) protocol router 1013 is provided to convert SMS-based SMPP messages to cell broadcast messages. SMPP is a protocol for exchanging SMS messages between SMS peer entities such as short message service centers. The SMPP protocol is often used to allow third parties, e.g., content suppliers such as news organizations, to submit bulk messages.
  • To gain access to GSM services, such as speech, data, and short message service (SMS), the MS first registers with the network to indicate its current location by performing a location update and IMSI attach procedure. The MS 1002 sends a location update including its current location information to the MSC/VLR, via the BTS 1004 and the BSC 1006. The location information is then sent to the MS's HLR. The HLR is updated with the location information received from the MSC/VLR. The location update also is performed when the MS moves to a new location area. Typically, the location update is periodically performed to update the database as location updating events occur.
  • The GPRS network 1030 is logically implemented on the GSM core network architecture by introducing two packet-switching network nodes, a serving GPRS support node (SGSN) 1032, a cell broadcast and a Gateway GPRS support node (GGSN) 1034. The SGSN 1032 is at the same hierarchical level as the MSC 1008 in the GSM network. The SGSN controls the connection between the GPRS network and the MS 1002. The SGSN also keeps track of individual MS's locations and security functions and access controls.
  • A Cell Broadcast Center (CBC) 14 communicates cell broadcast messages that are typically delivered to multiple users in a specified area. Cell Broadcast is one-to-many geographically focused service. It enables messages to be communicated to multiple mobile phone customers who are located within a given part of its network coverage area at the time the message is broadcast.
  • The GGSN 1034 provides a gateway between the GPRS network and a public packet network (PDN) or other IP networks 1036. That is, the GGSN provides interworking functionality with external networks, and sets up a logical link to the MS through the SGSN. When packet-switched data leaves the GPRS network, it is transferred to an external TCP-IP network 1036, such as an X.25 network or the Internet. In order to access GPRS services, the MS first attaches itself to the GPRS network by performing an attach procedure. The MS then activates a packet data protocol (PDP) context, thus activating a packet communication session between the MS, the SGSN, and the GGSN.
  • In a GSM/GPRS network, GPRS services and GSM services can be used in parallel. The MS can operate in one of three classes: class A, class B, and class C. A class A MS can attach to the network for both GPRS services and GSM services simultaneously. A class A MS also supports simultaneous operation of GPRS services and GSM services. For example, class A mobiles can receive GSM voice/data/SMS calls and GPRS data calls at the same time.
  • A class B MS can attach to the network for both GPRS services and GSM services simultaneously. However, a class B MS does not support simultaneous operation of the GPRS services and GSM services. That is, a class B MS can only use one of the two services at a given time.
  • A class C MS can attach for only one of the GPRS services and GSM services at a time. Simultaneous attachment and operation of GPRS services and GSM services is not possible with a class C MS.
  • A GPRS network 1030 can be designed to operate in three network operation modes (NOM1, NOM2 and NOM3). A network operation mode of a GPRS network is indicated by a parameter in system information messages transmitted within a cell. The system information messages dictates a MS where to listen for paging messages and how to signal towards the network. The network operation mode represents the capabilities of the GPRS network. In a NOM1 network, a MS can receive pages from a circuit switched domain (voice call) when engaged in a data call. The MS can suspend the data call or take both simultaneously, depending on the ability of the MS. In a NOM2 network, a MS may not received pages from a circuit switched domain when engaged in a data call, since the MS is receiving data and is not listening to a paging channel. In a NOM3 network, a MS can monitor pages for a circuit switched network while received data and vise versa.
  • The IP multimedia network 1038 was introduced with 3GPP Release 5, and includes an IP multimedia subsystem (IMS) 1040 to provide rich multimedia services to end users. A representative set of the network entities within the IMS 1040 are a call/session control function (CSCF), a media gateway control function (MGCF) 1046, a media gateway (MGW) 1048, and a master subscriber database, called a home subscriber server (HSS) 1050. The HSS 1050 may be common to the GSM network 1001, the GPRS network 1030 as well as the IP multimedia network 1038.
  • The IP multimedia system 1040 is built around the call/session control function, of which there are three types: an interrogating CSCF (I-CSCF) 1043, a proxy CSCF (P-CSCF) 1042, and a serving CSCF (S-CSCF) 1044. The P-CSCF 1042 is the MS's first point of contact with the IMS 1040. The P-CSCF 1042 forwards session initiation protocol (SIP) messages received from the MS to an SIP server in a home network (and vice versa) of the MS. The P-CSCF 1042 may also modify an outgoing request according to a set of rules defined by the network operator (for example, address analysis and potential modification).
  • The I-CSCF 1043, forms an entrance to a home network and hides the inner topology of the home network from other networks and provides flexibility for selecting an S-CSCF. The I-CSCF 1043 may contact a subscriber location function (SLF) 1045 to determine which HSS 1050 to use for the particular subscriber, if multiple HSS's 1050 are present. The S-CSCF 1044 performs the session control services for the MS 1002. This includes routing originating sessions to external networks and routing terminating sessions to visited networks. The S-CSCF 1044 also decides whether an application server (AS) 1052 is required to receive information on an incoming SIP session request to ensure appropriate service handling. This decision is based on information received from the HSS 1050 (or other sources, such as an application server 1052). The AS 1052 also communicates to a location server 1056 (e.g., a Gateway Mobile Location Center (GMLC)) that provides a position (e.g., latitude/longitude coordinates) of the MS 1002.
  • The HSS 1050 contains a subscriber profile and keeps track of which core network node is currently handling the subscriber. It also supports subscriber authentication and authorization functions (AAA). In networks with more than one HSS 1050, a subscriber location function provides information on the HSS 1050 that contains the profile of a given subscriber.
  • The MGCF 1046 provides interworking functionality between SIP session control signaling from the IMS 1040 and ISUP/BICC call control signaling from the external GSTN networks (not shown). It also controls the media gateway (MGW) 1048 that provides user-plane interworking functionality (e.g., converting between AMR- and PCM-coded voice). The MGW 1048 also communicates with other IP multimedia networks 1054.
  • Push to Talk over Cellular (PoC) capable mobile phones register with the wireless network when the phones are in a predefined area (e.g., job site, etc.). When the mobile phones leave the area, they register with the network in their new location as being outside the predefined area. This registration, however, does not indicate the actual physical location of the mobile phones outside the pre-defined area.
  • FIG. 25 illustrates a PLMN block diagram view of an exemplary architecture in which the geogaming may be incorporated. Mobile Station (MS) 1101 is the physical equipment used by the PLMN subscriber. In one illustrative embodiment, WT 200 and/or communications device 120 may serve as Mobile Station 1101. Mobile Station 1101 may be one of, but not limited to, a cellular telephone, a cellular telephone in combination with another electronic device or any other wireless mobile communication device.
  • Mobile Station 1101 may communicate wirelessly with Base Station System (BSS) 1110. BSS 1110 contains a Base Station Controller (BSC) 1111 and a Base Transceiver Station (BTS) 1112. BSS 1110 may include a single BSC 1111/BTS 1112 pair (Base Station) or a system of BSC/BTS pairs which are part of a larger network. BSS 1110 is responsible for communicating with Mobile Station 1101 and may support one or more cells. BSS 1110 is responsible for handling cellular traffic and signaling between Mobile Station 1101 and Core Network 1140. Typically, BSS 1110 performs functions that include, but are not limited to, digital conversion of speech channels, allocation of channels to mobile devices, paging, and transmission/reception of cellular signals.
  • Additionally, Mobile Station 1101 may communicate wirelessly with Radio Network System (RNS) 1120. RNS 1120 contains a Radio Network Controller (RNC) 1121 and one or more Node(s) B 1122. RNS 1120 may support one or more cells. RNS 1120 may also include one or more RNC 1121/Node B 1122 pairs or alternatively a single RNC 1121 may manage multiple Nodes B 1122. RNS 1120 is responsible for communicating with Mobile Station 1101 in its geographically defined area. RNC 1121 is responsible for controlling the Node(s) B 1122 that are connected to it and is a control element in a UMTS radio access network. RNC 1121 performs functions such as, but not limited to, load control, packet scheduling, handover control, security functions, as well as controlling Mobile Station 1101's access to the Core Network (CN) 1140.
  • The evolved UMTS Terrestrial Radio Access Network (E-UTRAN) 1130 is a radio access network that provides wireless data communications for Mobile Station 1101 and User Equipment 1102. E-UTRAN 1130 provides higher data rates than traditional UMTS. It is part of the Long Term Evolution (LTE) upgrade for mobile networks and later releases meet the requirements of the International Mobile Telecommunications (IMT) Advanced and are commonly known as a 4G networks. E-UTRAN 1130 may include of series of logical network components such as E-UTRAN Node B (eNB) 1131 and E-UTRAN Node B (eNB) 1132. E-UTRAN 1130 may contain one or more eNBs. User Equipment 1102 may be any user device capable of connecting to E-UTRAN 1130 including, but not limited to, a personal computer, laptop, mobile device, wireless router, or other device capable of wireless connectivity to E-UTRAN 1130. The improved performance of the E-UTRAN 1130 relative to a typical UMTS network allows for increased bandwidth, spectral efficiency, and functionality including, but not limited to, voice, high-speed applications, large data transfer and IPTV, while still allowing for full mobility.
  • An exemplary embodiment of a mobile data and communication service that may be implemented in the PLMN architecture described in FIG. 25 is the Enhanced Data rates for GSM Evolution (EDGE). EDGE is an enhancement for GPRS networks that implements an improved signal modulation scheme known as 8-PSK (Phase Shift Keying). By increasing network utilization, EDGE may achieve up to three times faster data rates as compared to a typical GPRS network. EDGE may be implemented on any GSM network capable of hosting a GPRS network, making it an ideal upgrade over GPRS since it may provide increased functionality of existing network resources. Evolved EDGE networks are becoming standardized in later releases of the radio telecommunication standards, which provide for even greater efficiency and peak data rates of up to 1 Mbit/s, while still allowing implementation on existing GPRS-capable network infrastructure.
  • Typically Mobile Station 1101 may communicate with any or all of BSS 1110, RNS 1120, or E-UTRAN 1130. In a illustrative system, each of BSS 1110, RNS 1120, and E-UTRAN 1130 may provide Mobile Station 1101 with access to Core Network 1140. The Core Network 1140 may include of a series of devices that route data and communications between end users. Core Network 1140 may provide network service functions to users in the Circuit Switched (CS) domain, the Packet Switched (PS) domain or both. The CS domain refers to connections in which dedicated network resources are allocated at the time of connection establishment and then released when the connection is terminated. The PS domain refers to communications and data transfers that make use of autonomous groupings of bits called packets. Each packet may be routed, manipulated, processed or handled independently of all other packets in the PS domain and does not require dedicated network resources.
  • The Circuit Switched—Media Gateway Function (CS-MGW) 1141 is part of Core Network 1140, and interacts with Visitor Location Register (VLR) and Mobile-Services Switching Center (MSC) Server 1160 and Gateway MSC Server 1161 in order to facilitate Core Network 1140 resource control in the CS domain. Functions of CS-MGW 1141 include, but are not limited to, media conversion, bearer control, payload processing and other mobile network processing such as handover or anchoring. CS-MGW 1140 may receive connections to Mobile Station 1101 through BSS 1110, RNS 1120 or both.
  • Serving GPRS Support Node (SGSN) 1142 stores subscriber data regarding Mobile Station 1101 in order to facilitate network functionality. SGSN 1142 may store subscription information such as, but not limited to, the International Mobile Subscriber Identity (IMSI), temporary identities, or Packet Data Protocol (PDP) addresses. SGSN 1142 may also store location information such as, but not limited to, the Gateway GPRS Support Node (GGSN) 1144 address for each GGSN where an active PDP exists. GGSN 1144 may implement a location register function to store subscriber data it receives from SGSN 1142 such as subscription or location information.
  • Serving Gateway (S-GW) 1143 is an interface which provides connectivity between E-UTRAN 1130 and Core Network 1140. Functions of S-GW 1143 include, but are not limited to, packet routing, packet forwarding, transport level packet processing, event reporting to Policy and Charging Rules Function (PCRF) 1150, and mobility anchoring for inter-network mobility. PCRF 1150 uses information gathered from S-GW 1143, as well as other sources, to make applicable policy and charging decisions related to data flows, network resources and other network administration functions. Packet Data Network Gateway (PDN-GW) 1145 may provide user-to-services connectivity functionality including, but not limited to, network-wide mobility anchoring, bearer session anchoring and control, and IP address allocation for PS domain connections.
  • Home Subscriber Server (HSS) 1163 is a database for user information, and stores subscription data regarding Mobile Station 1101 or User Equipment 1102 for handling calls or data sessions. Networks may contain one HSS 1163 or more if additional resources are required. Exemplary data stored by HSS 1163 include, but is not limited to, user identification, numbering and addressing information, security information, or location information. HSS 1163 may also provide call or session establishment procedures in both the PS and CS domains.
  • The VLR/MSC Server 1160 provides user location functionality. When Mobile Station 1101 enters a new network location, it begins a registration procedure. A MSC Server for that location transfers the location information to the VLR for the area. A VLR and MSC Server may be located in the same computing environment, as is shown by VLR/MSC Server 1160, or alternatively may be located in separate computing environments. A VLR may contain, but is not limited to, user information such as the IMSI, the Temporary Mobile Station Identity (TMSI), the Local Mobile Station Identity (LMSI), the last known location of the mobile station, or the SGSN where the mobile station was previously registered. The MSC server may contain information such as, but not limited to, procedures for Mobile Station 1101 registration or procedures for handover of Mobile Station 1101 to a different section of the Core Network 1140. GMSC Server 1161 may serve as a connection to alternate GMSC Servers for other mobile stations in larger networks.
  • Equipment Identity Register (EIR) 1162 is a logical element which may store the International Mobile Equipment Identities (IMEI) for Mobile Station 1101. In a typical embodiment, user equipment may be classified as either “white listed” or “black listed” depending on its status in the network. In one embodiment, if Mobile Station 1101 is stolen and put to use by an unauthorized user, it may be registered as “black listed” in EIR 1162, preventing its use on the network. Mobility Management Entity (MME) 1164 is a control node which may track Mobile Station 1101 or User Equipment 1102 if the devices are idle. Additional functionality may include the ability of MME 1164 to contact an idle Mobile Station 1101 or User Equipment 1102 if retransmission of a previous session is required.
  • While example embodiments of geogaming have been described in connection with various computing devices/processors, the underlying concepts can be applied to any computing device, processor, or system capable of implementing geogames. The various techniques described herein can be implemented in connection with hardware or software or, where appropriate, with a combination of both. Thus, the methods and apparatuses of geogaming can be implemented, or certain aspects or portions thereof, can take the form of program code (i.e., instructions) embodied in tangible storage media having a tangible physical structure. Examples of tangible storage media include floppy diskettes, CD-ROMs, DVDs, hard drives, or any other tangible machine-readable storage medium (tangible computer-readable storage medium). Thus, a tangible storage medium as described herein is not intended to be a transient propagating signal. When the program code is loaded into and executed by a machine, such as a computer, the machine becomes an apparatus for implementing geogames. In the case of program code execution on programmable computers, the computing device will generally include a processor, a storage medium readable by the processor (including volatile and non-volatile memory and/or storage elements), at least one input device, and at least one output device. The program(s) can be implemented in assembly or machine language, if desired. The language can be a compiled or interpreted language, and combined with hardware implementations. As evident from the herein description, a tangible storage medium is to be construed to be statutory subject matter under United States Code, Title 35, Section 101 (35 U.S.C. §101).
  • The methods and apparatuses for geogaming also can be practiced via communications embodied in the form of program code that is transmitted over some transmission medium, such as over electrical wiring or cabling, through fiber optics, or via any other form of transmission, wherein, when the program code is received and loaded into and executed by a machine, such as an EPROM, a gate array, a programmable logic device (PLD), a client computer, or the like, the machine becomes an apparatus for implementing geogames. When implemented on a general-purpose processor, the program code combines with the processor to provide a unique apparatus that operates to invoke the functionality of geogaming.
  • While geogaming has been described in connection with the various embodiments of the various figures, it is to be understood that other similar embodiments can be used or modifications and additions can be made to the described embodiments for geographic based logical message addressing and delivery without deviating therefrom. For example, one skilled in the art will recognize that geogaming as described in the present application may apply to any environment, whether wired or wireless, and may be applied to any number of such devices connected via a communications network and interacting across the network. Therefore, geogaming should not be limited to any single embodiment, but rather should be construed in breadth and scope in accordance with the appended claims.

Claims (20)

1. A wireless device comprising:
a processor portion configured to:
determine a boundary of each virtual object in a geogame based on a received event information;
determine a current location of the device;
determine if the current location of the device intersects a boundary of a virtual object;
an input/output portion configured to:
geocast an indication of an event; and
receive respective geocasts from other devices participating in the geogame; and
a user interface portion configured to:
render a representation of at least one virtual object in the geogame based on the received event information.
2. The device of claim 1, wherein:
if it is determined that the current location of the device intersects a boundary of a virtual object, determine a type of virtual object whose boundary the device intersects, wherein the type is one of a first type, a second type, or a third type;
the processor portion further is configured to:
if the type is determined to be a first type:
determine that the virtual object whose boundary the device intersects is a captured virtual object; and
reward a player utilizing the device to capture the virtual object;
if the type is determined to be a second type, penalize the player utilizing the device whose boundary intersects the boundary of the virtual object; and
if the type is determined to be a third type:
determine if the device whose current location intersects with the boundary of the virtual object has previously intersected a boundary of the virtual object; and
if the boundary of the device whose current location intersects with the boundary of the virtual object has not previously intersected a boundary of the virtual object, penalize the player utilizing the device to participate in the geogame;
the input/output portion further is configured to:
geocast an indication that a player is rewarded; and
geocast an indication that a player is penalized; and
the user interface portion further configured to:
render an indication that a player is rewarded; and
render an indication that a player is penalized.
3. The device of claim 2, wherein the processor portion is configured to remove a captured virtual object from geogame play.
4. The device of claim 2, wherein the processor portion is configured to convert a captured virtual object to the third type virtual object that moves toward a current location of a device participating in the geogame other than a current location of the device whose boundary intersected with the boundary of the virtual object.
5. The device of claim 1, wherein at least one virtual object is stationary.
6. The device of claim 1, wherein at least one virtual object moves in a predetermined pattern.
7. The device of claim 1, wherein at least one virtual object moves in a non-predetermined pattern.
8. The device of claim 1, wherein at least one virtual object moves toward a location of the device.
9. The device of claim 1, wherein at least one virtual object moves away from a location of the device.
10. A method of playing a geogame, the method comprising:
determining a boundary of each virtual object in a geogame based on a received event information;
determining a current location of the device;
geocasting an indication of the current location of the device;
determining if the current location of the device intersects with a boundary of a virtual object; and
rendering a representation of at least one virtual object in the geogame based on the received event information.
11. The method of claim 10, further comprising:
if it is determined that the current location of the device intersects with a boundary of a virtual object, determining a type of virtual object whose boundary the device intersects, wherein the type is one of a first type, a second type, or a third type;
if the type is determined to be a first type:
determining that the virtual object whose boundary the device intersects is a captured virtual object;
rewarding a player utilizing the device to capture the virtual object; and
geocasting an indication that the player is rewarded; and
if the type is determined to be a third type:
determining if the device whose current location intersects with the boundary of the virtual object has previously intersected a boundary of the virtual object;
if the boundary of the device whose current location intersects with the boundary of the virtual object has not previously intersected a boundary of the virtual object, penalizing the player utilizing the device to participate in the geogame; and
geocasting an indication that a player is penalized.
12. The method of claim 11, wherein a captured virtual object is removed from geogame play.
13. The method of claim 11, wherein a captured virtual object is converted to the third type virtual object that moves toward a current location of a device participating in the geogame other than a current location of the device whose boundary intersected with the boundary of the virtual object.
14. The method of claim 10, wherein at least one virtual object is stationary.
15. The device of claim 10, wherein at least one virtual object moves in a predetermined pattern.
16. The device of claim 10, wherein at least one virtual object moves in a non-predetermined pattern.
17. The device of claim 10, wherein at least one virtual object moves toward a location of the device.
18. The method of claim 11, wherein at least one virtual object moves away from a location of the device.
19. A computer readable storage medium comprising computer executable instructions for causing a processor to perform the steps of:
determining a boundary of each virtual object in a geogame based on a received indication of location of each virtual object;
determining a current location of the device;
geocasting an indication of the current location of the device;
determining if the current location of the device intersects with a boundary of a virtual object;
if it is determined that the current location of the device intersects with a boundary of a virtual object, determining a type of virtual object whose boundary the device intersects, wherein the type is one of a first type, a second type, or a third type;
rendering a representation of a each virtual object in the geogame based on the received indication of a location of each virtual object in the geogame;
rendering a representation of the current location of the device; and
rendering a representation of a current location of each other device participating in the geogame based on the received geocasts from other devices participating in the geogame.
20. The medium of claim 19, the instructions further for causing the processor to:
if the type is determined to be a first type:
determine that the virtual object whose boundary the device intersects is a captured virtual object;
reward a player utilizing the device to capture the virtual object; and
geocasting an indication that the player is rewarded; and
if the type is determined to be a third type:
determine if the device whose current location intersects with the boundary of the virtual object has previously intersected a boundary of the virtual object;
if the boundary of the device whose current location intersects with the boundary of the virtual object has not previously intersected a boundary of the virtual object, penalize the player utilizing the device to participate in the geogame; and
geocast an indication that a player is penalized.
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