US20260166416A1
2026-06-18
18/983,344
2024-12-17
Smart Summary: A multiplayer laser-tag game uses remote-controlled robots for players to control in a physical arena. These robots can move in all directions and have features like shooting infrared beams, health points, and special abilities that take time to recharge. Players can also interact with different parts of the battlefield, such as power-up zones that give advantages or traps that create challenges. A central server keeps track of everything, including robot health and game rules, and allows for different game modes. The arena can be customized, making each game unique and exciting for players and spectators. 🚀 TL;DR
The present invention is a multiplayer robotic combat system designed for interactive gameplay in a physical arena, combining remote-controlled robots, a central game server, and an interactive battlefield. The robots, controlled by players via wireless input devices, are equipped with a range of features, including omnidirectional movement, infrared-based combat systems, health mechanics involving shields and hitpoints, and special abilities with cooldowns. Robots also interact with battlefield elements such as power-up zones and traps that provide temporary advantages or limitations during gameplay. The central server manages the game logic, tracking robot health, ability cooldowns, and positional data, while also enabling custom game modes. The battlefield features customizable terrain and embedded zones that dynamically influence robot behavior. The system is designed for competitive and immersive multiplayer experiences, with support for real-time gameplay synchronization and spectator modes through external displays.
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A63F9/24 » CPC main
Games not otherwise provided for Games using electronic circuits not otherwise provided for
The present invention relates to interactive robotic toys and multiplayer gaming systems, specifically focusing on remote-controlled robots designed to engage in competitive, combat-based gameplay. This invention draws inspiration from the mechanics of Multiplayer Online Battle Arena (MOBA) video games, translating these elements into a physical environment where players control robots in real-time.
Existing robotic toys, such as laser tag systems or simple remote-controlled vehicles, offer limited features when it comes to complex, interactive gameplay. These products often focus on either movement or basic combat functionality but rarely combine these elements in a cohesive, interactive system. While traditional remote-controlled vehicles allow for user-directed movement, they typically rely on basic drivetrain configurations, which restrict flexibility and control during play. Likewise, combat-based toys like laser tag sets tend to lack advanced feedback mechanisms, strategic movement, or the ability to integrate battlefield elements such as traps or power-ups.
Additionally, current robotic systems rarely offer meaningful multiplayer interactions or centralized control mechanisms. Existing systems often rely on individual, disconnected units, making it difficult to establish a coordinated, rule-driven multiplayer experience. Moreover, battlefield dynamics in traditional systems are typically static, without the ability to incorporate real-time effects triggered by player actions, such as activating power-ups or traps. These limitations restrict gameplay variety and reduce the potential for strategic depth in competitive scenarios.
The combination of various sensor and communication technologies, such as infrared (IR) communication, radio frequency identification (RFID), and near-field communication (NFC), in a multiplayer robotic combat system addresses these shortcomings. By integrating these established technologies with real-time game management and advanced movement systems, the present invention offers a more dynamic and interactive experience. Specifically, the invention provides robots with omnidirectional movement capabilities, real-time combat using IR-based systems, and a central server to manage gameplay mechanics, synchronize robot interactions, and enforce game rules.
This system enables not only traditional combat features, such as shooting and hit detection, but also introduces interactive battlefield elements, including power-ups and traps, to enhance the strategic complexity of the game. Additionally, the system supports player customization through mobile device or controller integration, allowing for a variety of gameplay modes, including tournaments and spectator-based competitions. Thus, the present invention seeks to overcome the limitations of existing robotic toy systems by creating a coordinated, real-time multiplayer experience that incorporates a wide range of interactive technologies, providing users with an immersive, strategic gameplay environment.
The present invention relates to interactive robotic toys and multiplayer gaming systems, specifically focusing on remote-controlled robots designed to engage in competitive, combat-based gameplay. This invention draws inspiration from the mechanics of Multiplayer Online Battle Arena (MOBA) video games, translating these elements into a physical environment where players control robots in real-time.
Existing robotic toys, such as laser tag systems or simple remote-controlled vehicles, offer limited features when it comes to complex, interactive gameplay. These products often focus on either movement or basic combat functionality but rarely combine these elements in a cohesive, interactive system. While traditional remote-controlled vehicles allow for user-directed movement, they typically rely on basic drivetrain configurations, which restrict flexibility and control during play. Likewise, combat-based toys like laser tag sets tend to lack advanced feedback mechanisms, strategic movement, or the ability to integrate battlefield elements such as traps or power-ups.
Additionally, current robotic systems rarely offer meaningful multiplayer interactions or centralized control mechanisms. Existing systems often rely on individual, disconnected units, making it difficult to establish a coordinated, rule-driven multiplayer experience. Moreover, battlefield dynamics in traditional systems are typically static, without the ability to incorporate real-time effects triggered by player actions, such as activating power-ups or traps. These limitations restrict gameplay variety and reduce the potential for strategic depth in competitive scenarios.
The combination of various sensor and communication technologies, such as infrared (IR) communication, radio frequency identification (RFID), and near-field communication (NFC), in a multiplayer robotic combat system addresses these shortcomings. By integrating these established technologies with real-time game management and advanced movement systems, the present invention offers a more dynamic and interactive experience. Specifically, the invention provides robots with omnidirectional movement capabilities, real-time combat using IR-based systems, and a central server to manage gameplay mechanics, synchronize robot interactions, and enforce game rules.
This system enables not only traditional combat features, such as shooting and hit detection, but also introduces interactive battlefield elements, including power-ups and traps, to enhance the strategic complexity of the game. Additionally, the system supports player customization through mobile device or controller integration, allowing for a variety of gameplay modes, including tournaments and spectator-based competitions.
Thus, the present invention seeks to overcome the limitations of existing robotic toy systems by creating a coordinated, real-time multiplayer experience that incorporates a wide range of interactive technologies, providing users with an immersive, strategic gameplay environment.
FIG. 1 is a concept sketch of the robot, showing the external physical structure and key components of the robot. Other internal components are not depicted in this figure. The labeled elements include the chassis or body of the robot (S10), a front-facing LED feedback panel (S20) for visual feedback during gameplay, and a 360-degree infrared (IR) sensor array (S30) depicted as a wrap-around visor for combat detection. A speaker (S40) is provided for audio feedback, offering sound cues for events such as hits or ability activations. The Mecanum wheel drivetrain (S50) is shown to enable omnidirectional movement. An indicator (S60) points underneath the robot to suggest sensors internally located at the bottom of the robot, which interface with trap and power-up spots. Finally, a USB-C charging port (S70) is illustrated for recharging the robot's battery.
FIG. 2 is a concept diagram of the battlefield environment, illustrating an example arena where the robots operate and interact. The labeled components include power-up zones and trap zones (S90), which provide temporary gameplay advantages (e.g., power-ups) or impose temporary gameplay disadvantages (e.g., traps). Robots (S100) are shown operating within the battlefield, specifically labeled as Robot1, Robot2, and Robot3. Modular obstacles (S110) are placed throughout the arena to create barriers for strategic navigation. The borders or walls of the battlefield environment (S120) are shown to confine gameplay within a defined space. A central computer or server (S130) with a control interface is depicted at the edge of the battlefield, managing gameplay synchronization and communication between the robots.
FIG. 3 is a simplified robot component diagram, providing an overview of the robot's internal systems and their interconnections. The labeled components include the computing system (C1), such as a microcontroller or system-on-a-chip, which governs robot operations. Short-range sensors for battlefield interaction (C2), such as RFID and/or NFC modules, are shown for detecting zones within the playing environment. A player interface communication system (C3) supports control input via Bluetooth Low Energy (BLE) or 2.4 GHz RF. A power source (C4), such as a rechargeable battery, supplies energy to the robot. The long-range server communication system (C5), utilizing Wi-Fi, facilitates real-time game data exchange with the central server. The holonomic drivetrain (C6) enables omnidirectional movement using Mecanum or omni-wheels. The combat system (C7) is also illustrated, comprising infrared (IR) transmitters and receivers for detecting and transmitting combat signals.
FIG. 4 is a system overview diagram, showing the logical flow of data and interaction between the robot's components, the central server, and the battlefield environment. The labeled elements include the robot computing system (R1), such as a microcontroller, which manages health status, shields, combat actions, and temporary effects. The combat system receiver array (R2) includes IR sensors for detecting hits, and the combat system transmitter (R3) sends IR combat signals. A short-range sensor (R4), such as an NFC module, detects power-up or trap zones on the battlefield. The long-range player-interface communication module (R5) receives user input via Bluetooth Low Energy (BLE) or 2.4 GHz RF. The central server communication module (R6) synchronizes game state data and enforces rules using Wi-Fi communication. The sub-components of the robot's computing system (R100-R110) manage processes such as shield regeneration, data reading, and ability activation. Detection processes within the combat system receiver array are labeled as R200 and R201, and transmission processes within the combat system transmitter are labeled as R300. Zone detection and state updating processes managed by the short-range sensor system are labeled as R400 through R402. The user input interface (R500) sends player commands to the robot, while communication between the robot and the central server to update the game state is labeled as R600.
The present invention provides a multiplayer robotic toy system that combines real-time combat, strategic movement, and interactive battlefield features within a physical gaming environment. This system integrates multiple technologies—including infrared (IR) communication, radio frequency identification (RFID), near-field communication (NFC), and holonomic drivetrains—to deliver an immersive and interactive experience. The invention consists of three main components: remote-controlled robots, a central game server, and an interactive battlefield environment. Each of these components, along with their interactions, is described in detail below.
The remote-controlled robots are central to the gameplay experience, each robot designed with a variety of functional systems to enable competitive interactions. For movement, each robot is equipped with a holonomic drivetrain (C6) implemented using either mecanum wheels (S50) or omni-wheels, allowing omnidirectional movement. This drivetrain empowers the robots to move forward, backward, laterally, or diagonally, independent of their orientation, giving players greater control over positioning and enabling complex strategies in combat. A motor driver regulates the electric motors controlling the wheels, while a computing system (C1) such as a microcontroller or system-on-a-chip (SoC) governs the motor driver to interpret and execute player commands, facilitating precise movement control.
To enable combat, the robots are outfitted with an infrared (IR) combat system (C7) consisting of an IR transmitter (R3) and a series of IR receivers (R2) positioned around the robot's exterior. The IR transmitter acts as a weapon, emitting an IR signal directed at other robots, and the receivers allow the robot to detect hits from any direction, creating a 360-degree detection radius (S30). The IR protocol transmits specific information, including the unique ID of the firing robot, the strength of the shot, and any special effects (e.g., shield penetration). This data allows for accurate hit registration, which is processed by the robot's health system (R1), comprising hitpoints and shields (R101-R102). Hitpoints represent the robot's core health, decreasing with each registered hit, while shields offer a regenerative protective layer that absorbs damage first, replenishing over time if the robot avoids further damage. These health metrics are tracked by the robot's computing system (C1), which relays updates to the central server (R6) to maintain game synchronization.
Beyond basic combat, each robot includes special abilities (R107) that introduce tactical depth, such as temporary damage boosts, speed increases, trap deployment, or shield regeneration. These abilities are regulated by cooldown timers stored in the robot's computing system, preventing repeated use until a set period has elapsed. Real-time interaction with the battlefield environment is further enabled by a short-range sensor (C2, R4), such as an NFC module, located at the robot's base. This sensor detects NFC tags embedded in specific battlefield zones—such as power-up zones and trap zones (S90) that provide temporary advantages or impose temporary disadvantages. The computing system processes these environmental interactions and communicates the effect (e.g., enhanced shields or impaired movement) to the central server (R6), which applies the effect in real time.
An optional feature of the system is an RFID reader within each robot, designed to detect collectible figurines equipped with RFID tags. When scanned, these figurines grant the robot minor gameplay enhancements, such as additional hitpoints or increased damage, adding an element of personalization. Although not essential for gameplay, this feature enhances the user experience by enabling optional customization. Each robot also includes audio-visual feedback mechanisms: an LED feedback panel (S20) and a speaker (S40) that provide real-time cues during gameplay. For instance, LEDs may flash to indicate a hit or ability activation, while sound effects from the speaker signal actions like firing or taking damage. The computing system controls these feedback mechanisms, ensuring players receive immediate visual and auditory responses to in-game events.
The central game server (S130, R6) is responsible for real-time coordination across the system, managing game mechanics, synchronizing robot interactions, enforcing game rules, and maintaining up-to-date status information for each robot. Communication between the robots and the central server is facilitated through a long-range communication system (C5, R6), such as a Wi-Fi network, enabling continuous tracking of each robot's health, shield status, special ability cooldowns, and power-up effects. The server synchronizes each event—such as a registered hit, shield regeneration, or power-up detection—ensuring a consistent and fair gaming experience for all players. Additionally, the server enables players to customize gameplay modes by adjusting parameters such as hitpoints, rate of fire, or ability cooldowns, tailoring the game to suit different play styles and levels of difficulty. For spectator or tournament scenarios, the server can output gameplay data to an external display, allowing for live monitoring of the game's progress.
To further enhance gameplay and enable strategic positioning, the central server optionally includes RFID-based tracking across the battlefield. RFID readers positioned throughout the arena detect each robot's unique RFID tag, providing positional data that can be displayed externally for players or spectators. This positional awareness adds a layer of strategy, as players can observe their opponents'locations and respond accordingly.
The battlefield environment is designed to influence gameplay through interactive zones and configurable terrain. Specific areas of the battlefield contain power-up zones and trap zones (S90) that grant robots temporary advantages, such as speed boosts, additional shields, or increased attack power, or impose temporary disadvantages, such as reducing movement speed or disabling certain abilities. These effects are triggered by the robot's short-range sensor (C2, R4), which detects the NFC tags embedded in each zone. Once activated, the computing system in the robot manages the effect, communicating with the central server to enforce the effect's duration and characteristics.
The battlefield is also modular, allowing for a variety of obstacles (S110), barriers, and terrain elements that can be arranged to create diverse gameplay environments. The battlefield's walls (S120) confine the game to a specific area, while configurable elements introduce new challenges and tactical considerations, increasing the game's strategic depth. Players can alter the arrangement to create unique layouts, accommodating different play styles or levels of difficulty.
Each robot is wirelessly connected to the central server and controlled by players using either Bluetooth or 2.4 GHz RF modules (C3, R5). The long-range communication system enables the robots to send and receive updates to and from the server, maintaining real-time gameplay synchronization. The player interface communication module facilitates player control, enabling the use of mobile devices, tablets, or dedicated game controllers to issue commands such as movement, firing, and ability activation. The Bluetooth module is ideal for mobile device connectivity, while the 2.4 GHz RF module offers low-latency communication, supporting responsive control for fast-paced, competitive scenarios.
1. A multiplayer robotic combat system comprising:
a. a plurality of remote-controlled robots, each robot configured to engage in combat with other robots, each robot including:
i. a movement system configured to provide omnidirectional movement for enhanced maneuverability;
ii. a combat system comprising wireless signal emitters and detectors, such as but not limited to infrared (IR) or radio frequency (RF) signals, capable of omni-directional combat detection;
iii. a health management system comprising a primary health metric and a secondary protective layer, wherein the secondary protective layer absorbs damage before affecting the primary health metric and regenerates under predetermined conditions;
iv. a processing unit, including but not limited to a microcontroller or System-on-Chip (SoC), that manages movement, combat interactions, health metrics, and additional abilities based on real-time control inputs;
v. a short-range sensor system capable of detecting predefined interaction zones on a battlefield, each zone imparting a specific effect on the robot upon detection;
vi. wherein the short-range sensor system detects interaction zones on the battlefield, activating predefined effects such as power-ups and traps that alter the robot's performance during gameplay.
b. a central game server in wireless communication with each robot, wherein the server:
i. manages gameplay interactions among the robots, including synchronization of actions and enforcement of game rules;
ii. processes combat actions, health adjustments, and effects from battlefield interactions in real time;
iii. enables customization of gameplay parameters, including health metrics, combat parameters, and interaction zone effects.
2. A remote-controlled robot for use in a multiplayer robotic combat system, comprising:
a. a movement system configured to allow omnidirectional movement, enabling the robot to move in any direction independent of orientation;
b. a combat system including wireless signal emitters and detectors configured for omni-directional combat detection, arranged to detect combat signals from a 360-degree field around the robot;
c. a health management system with a primary health metric and a regenerating secondary protective layer, wherein the secondary protective layer absorbs damage prior to affecting the primary health metric;
d. a processing unit, including but not limited to a microcontroller or System-on-Chip (SoC), configured to manage robot health metrics, movement, and real-time player input;
e. a short-range sensor system positioned to detect interactive zones on a battlefield, each zone imparting a predefined in-game effect on the robot;
f. an audio-visual feedback system that provides real-time cues based on combat actions and robot status changes;
g. a player interface configured to wirelessly communicate with the robot for real-time control inputs, said interface comprising a mobile device, tablet, or dedicated game controller.
3. A central game server and battlefield environment for a multiplayer robotic combat system, the central game server comprising:
a. a communication module configured to manage multiplayer interactions and real-time combat between remote-controlled robots;
b. a processing system to execute gameplay mechanics, including combat interaction management, health tracking, and effects resulting from battlefield interactions;
c. a customization module that allows adjustments to gameplay parameters, including health metrics, combat parameters, and the types of interaction zones on the battlefield;
d. an output module for broadcasting live game data to an external display for spectator viewing;
e. a battlefield environment with modular elements, including configurable obstacles and interaction zones that provide temporary performance adjustments when engaged by a robot, wherein the battlefield environment is configurable for real-time changes during gameplay.
4. The system of claim 1(a), wherein each robot is configured to interface with an external accessory to provide minor in-game benefits or buffs during gameplay, wherein the external accessory includes but is not limited to collectible figurines equipped with short-range identification sensors such as RFID tags.
5. The system of claim 1(a)(iii), wherein the shield regeneration feature of the health management system regenerates after a specified duration of not taking damage, said duration being customizable by the central game server.
6. The system of claim 1(a)(i), wherein the movement system of each robot includes a holonomic drivetrain utilizing mecanum or omni-wheels for omnidirectional movement, with motor drivers providing real-time control over direction and speed based on player input.
7. The system of claim 1(a)(ii), wherein the wireless signal emitters and detectors of each robot's combat system are implemented with, but not limited to, infrared (IR) transmitters and receivers positioned for 360-degree detection.
8. The system of claim 1(a)(v), wherein the short-range sensor system includes, but is not limited to, a near-field communication (NFC) sensor for detecting predefined interaction zones on the battlefield, including power-up zones and trap zones, capable of activating predefined effects such as power-ups and traps that alter the robot's performance during gameplay.
9. The system of claim 1(a)(iv), wherein each robot is equipped with special abilities that are activated by player input, including but not limited to: a. Temporary damage boosts for combat signals; b. Temporary movement speed boosts; c. Trap deployment, with cooldown timers managed by the robot's processing unit.
10. The system of claim 1(b)(i), wherein the central game server uses a wireless communication protocol such as, but not limited to Wi-Fi or 2.4 GHz RF to synchronize gameplay data between the server and all robots in real time.
11. The system of claim 1(b)(ii), wherein custom game modes can be configured via the central server to adjust gameplay parameters such as health regeneration rates, damage thresholds, ability cooldown times, and the types and locations of battlefield zones.
12. The system of claim 1(b)(iii), wherein the battlefield includes a position tracking system configured to detect the location of robots in real-time using radio frequency identification (RFID) tags embedded in the robots, with positional data displayed to players or spectators.
13. The system of claim 2(b), wherein the combat system's wireless signal emitters and detectors apply a temporary ability to the robot, such as increased firing rate, damage boosts, or shield regeneration, when certain battlefield zones are detected by the short-range sensor system.
14. The system of claim 2(f), wherein the audio-visual feedback system includes integrated speakers and LED lights, wherein the feedback indicates when a robot fires, takes damage, or activates an ability.
15. The system of claim 2(g), wherein the player interface is configured to communicate with the robot via a wireless protocol, including but not limited to Bluetooth Low Energy (BLE) or 2.4 GHz radio frequency (RF).
16. The system of claim 3(a), wherein the communication module of the central game server is configured to manage real-time synchronization across all robots, using a wireless communication protocol, such as Wi-Fi.
17. The system of claim 3(b), wherein the central game server is configured to track and store gameplay statistics for each robot, including but not limited to hitpoints, shield activations, special ability use, and movement patterns, for performance analysis and competitive ranking.
18. The system of claim 3(c), wherein the customization module allows players to modify the battlefield environment by adjusting the number, types, and placement of power-up zones and trap zones during gameplay.
19. The system of claim 3(d), wherein the output module of the central game server is configured to display each robot's health metrics, ability status, and in-game effects on an external monitor for audience viewing in spectator or tournament modes.
20. The system of claim 3(e), wherein the battlefield environment includes modular and removable obstacles, barriers, and interaction zones, allowing the configuration to be modified to create varied gameplay layouts.