JPS6232953B2 - - Google Patents
Info
- Publication number
- JPS6232953B2 JPS6232953B2 JP7307981A JP7307981A JPS6232953B2 JP S6232953 B2 JPS6232953 B2 JP S6232953B2 JP 7307981 A JP7307981 A JP 7307981A JP 7307981 A JP7307981 A JP 7307981A JP S6232953 B2 JPS6232953 B2 JP S6232953B2
- Authority
- JP
- Japan
- Prior art keywords
- piece
- move
- game
- detecting
- circuit
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Expired
Links
- 238000004804 winding Methods 0.000 description 18
- 239000004575 stone Substances 0.000 description 17
- 238000001514 detection method Methods 0.000 description 8
- 238000010586 diagram Methods 0.000 description 5
- 238000000034 method Methods 0.000 description 3
- 230000035699 permeability Effects 0.000 description 2
- 230000008878 coupling Effects 0.000 description 1
- 238000010168 coupling process Methods 0.000 description 1
- 238000005859 coupling reaction Methods 0.000 description 1
- 230000003287 optical effect Effects 0.000 description 1
Landscapes
- Toys (AREA)
Description
【発明の詳細な説明】
本発明は例えば囲碁や将棋等に応用して好適な
ゲーム装置を提供せんとするものである。DETAILED DESCRIPTION OF THE INVENTION The present invention aims to provide a game device suitable for application to Go, Shogi, etc., for example.
従来の囲碁,将棋,チエス等の棋譜を自動記録
できる装置は、着手座標をスイツチ等により別途
入力する必要があるものが大部分であり、操作が
面倒であり、かつ操作ミスを起しやすい為、ゲー
ム本来の興味がそがれるという欠点があつた。 Most of the conventional devices that can automatically record the game records of Go, Shogi, Chess, etc. require separate entry of starting coordinates using a switch, etc., which is cumbersome to operate and prone to operational errors. However, the drawback was that the original interest in the game was lost.
このようなスイツチ操作による着手入力がなさ
れるという理由の一つは、囲碁や将棋等では、碁
石(あるいは駒)より指を離さない限りにおい
て、着手場所を変更しても良いというルール、い
わゆる“から打ち”を認めるというルールがある
為、盤上の碁石(あるいは駒)の有無を調べるだ
けでは、棋譜が正確にとれないという点にあつ
た。 One of the reasons for inputting moves using switch operations is that in games such as Go and Shogi, there is a rule that allows you to change the starting position as long as you do not take your finger off the Go stones (or pieces). Because there was a rule that allowed ``Karauchi'', it was impossible to accurately record the game just by checking the presence or absence of Go stones (or pieces) on the board.
本発明は、上述のから打ちと正規の着手を識別
する機能を有することにより、盤上の駒(あるい
は碁石)を操作するだけで、正確な棋譜が自動的
にとりうるゲーム装置を供給せんとするものであ
り、例えば将棋において、A(x0,y0)点にあつ
た駒をB(x1,y1)点にて、から打ち後C(x2,
y2)点に置いた時、従来の装置では
A(x0,y0)点の駒を取り、B(x1,y1)点に
着手
B(x1,y1)点の駒を取り、C(x2,y2)点に
着手
の2手として検出していたが、本発明の装置を用
いれば、正確に「A点(x0,y0)の駒を取り、C
(x2,y2)点に着手」と検出することができるよう
にするものである。 The present invention aims to provide a game device that can automatically obtain an accurate score just by operating the pieces (or Go stones) on the board, by having the function of identifying the above-mentioned Kara-uchi and regular moves. For example, in shogi, a piece that was at point A (x 0 , y 0 ) is moved from point B (x 1 , y 1 ) to C (x 2 ,
When the piece is placed at point y 2 ), the conventional device picks up the piece at point A (x 0 , y 0 ), moves to point B (x 1 , y 1 ), and places the piece at point B (x 1 , y 1 ). However, if the device of the present invention is used, it will be possible to accurately detect ``take a piece at point A (x 0 , y 0 ) and move to point C (x 0 , y 0 )''.
This makes it possible to detect "starting at point (x 2 , y 2 )".
本発明の第1の特徴は、から打ちと正規の着手
は、連続的に同一の駒で行うことに着目し、着手
を検出した時に、使用された駒が一手前に使用さ
れた駒と同一か否かを調べ、同一の場合には一手
前の着手を無効にすることにより、から打ちに対
処する所にある。 The first feature of the present invention is to focus on the fact that Karauchi and regular moves are made consecutively with the same piece, and when a move is detected, the piece used is the same as the piece used before. It is a way to deal with empty play by checking whether they are the same or not, and invalidating the previous move if they are the same.
しかしながら、駒の数は将棋においてさえ数十
に至り、これらをすべて区別することは容易では
ない。 However, even in shogi, there are dozens of pieces, and it is not easy to distinguish them all.
本発明の第2の特徴は、から打ちと正規の着手
が時間的に連続することに着目し、着手を検出し
た時、一手前に着手された場所に駒が残存してい
るか否かを調べ、駒がない時には、今回検出され
た着手は一手前と同一の駒に上るものであると判
定するとともに、一手前の着手をから打ちとして
無効とする所にある。 The second feature of the present invention is to focus on the fact that Karauchi and regular moves are temporally consecutive, and when a move is detected, it is checked whether a piece remains at the location where the move was made immediately before. If there are no pieces, the currently detected move is determined to be on the same piece as the previous move, and the previous move is invalidated as a empty move.
以下、図面を参照して本発明の詳細について説
明する。 Hereinafter, details of the present invention will be explained with reference to the drawings.
第1図は、本発明を囲碁に応用した場合の概略
構成であり、1はゲーム盤、2は碁石であり、こ
れは特許請求の範囲でいう駒に相当する。3は着
手検出手段、4は棋譜記録手段、5は駒識別手段
である。 FIG. 1 shows a schematic configuration when the present invention is applied to Go, where 1 is a game board and 2 is a Go stone, which corresponds to the pieces referred to in the claims. 3 is a move detection means, 4 is a game record recording means, and 5 is a piece identification means.
碁石2の一例を第2図に示す。第2図におい
て、20はプラスチツク等にて形成された所謂外
形物であり、中に永久磁石21を内蔵している。 An example of Go stones 2 is shown in FIG. In FIG. 2, 20 is a so-called external object made of plastic or the like, and has a permanent magnet 21 built therein.
第3図は、ゲーム盤1の碁石着手点の直下に設
けたセンサー10の配置を示す部分図であり、盤
面全部で361個ある。センサー10の中心には可
飽和磁気コア(図示せず)が用いてあり、この可
飽和磁気コアは、碁石2に内蔵された永久磁石2
1が近接すれば、その磁界により透磁率が極度に
小さくなるような性質を有している。 FIG. 3 is a partial diagram showing the arrangement of the sensors 10 provided directly below the Go stone starting points on the game board 1, and there are 361 sensors in total on the board. A saturable magnetic core (not shown) is used at the center of the sensor 10, and this saturable magnetic core is connected to a permanent magnet 2 built in the Go stone 2.
1 is close to each other, the magnetic permeability becomes extremely small due to the magnetic field.
第4図は本発明の一実施例を示す回路ブロツク
図である。第4図において、11はセンサー10
の1次巻線、12は2次巻線であり、これらは前
述の可飽和磁気コアに施されている。 FIG. 4 is a circuit block diagram showing one embodiment of the present invention. In FIG. 4, 11 is a sensor 10
12 is a primary winding, and 12 is a secondary winding, which are provided on the above-mentioned saturable magnetic core.
着手検出手段3において、発振器30はセンサ
ー10の1次巻線11を励振しており、その状態
は1次巻線切換デコーダ回路31により切換えら
れている。また、2次巻線12の出力は、2次巻
線切換デコーダ回路32により切換えられるとと
もに、2値化されている。 In the start detecting means 3, an oscillator 30 excites the primary winding 11 of the sensor 10, and its state is switched by a primary winding switching decoder circuit 31. Further, the output of the secondary winding 12 is switched by a secondary winding switching decoder circuit 32 and is converted into a binary value.
また、1次巻線切換デコーダ回路31と2次巻
線切換デコーダ回路32は、制御回路35の与え
るアドレスに基づき切換えられるから、2次巻線
切換デコーダ回路32の出力には、制御回路35
が与えるアドレスに該当するゲーム盤1上の着手
点に碁石2が存在しない時は、2次巻線12に得
られる大振幅の信号に基づきハイ・レベルの出力
が得られ、碁石2が存在する時には、可飽和磁気
コアの透磁率の減少の為、2次巻線12に得られ
る信号の振幅が小さくなり、ロー・レベルの出力
が得られる。 Further, since the primary winding switching decoder circuit 31 and the secondary winding switching decoder circuit 32 are switched based on the address given by the control circuit 35, the output of the secondary winding switching decoder circuit 32 is
When Go stone 2 does not exist at the starting point on the game board 1 corresponding to the address given by , a high level output is obtained based on the large amplitude signal obtained in the secondary winding 12, and Go stone 2 is present. Sometimes, due to the reduced permeability of the saturable magnetic core, the amplitude of the signal available at the secondary winding 12 is reduced, resulting in a low level output.
盤面状態記録回路33は、制御回路35の与え
るアドレスに格納してあるデータを比較回路34
に出力しており、比較回路34は2次巻線切換デ
コーダ回路32の出力と上記盤面状態記録回路3
3の出力を比較し、不一致の時にその出力を制御
回路35に送出する。制御回路35は、比較回路
34における比較が一致する様に盤面状態記録回
路33のデータを書き換え、引続き順次出力する
アドレスを切り換えている。 The board state recording circuit 33 transfers the data stored at the address given by the control circuit 35 to the comparison circuit 34.
The comparator circuit 34 outputs the output from the secondary winding switching decoder circuit 32 and the board state recording circuit 3.
3, and when they do not match, the output is sent to the control circuit 35. The control circuit 35 rewrites the data in the board state recording circuit 33 so that the comparison in the comparison circuit 34 matches, and continues to change the addresses to be sequentially output.
従つて、通常、盤面状態記録回路33の内容は
ゲーム盤1の状態と一致する様に制御されている
ことになるから、比較回路34にはゲーム盤1に
新たに着手あるいは取り石が生じた時のみ出力が
得られることになる。すなわち、着手検出手段3
は、ゲーム盤1に新たに着手あるいは取り石が生
じた時に、比較回路34の出力である盤面変化検
出信号と制御回路35の出力であるアドレスと該
アドレスに対応したゲーム盤1上の着手点におけ
る碁石2の有無を与える2次巻線切換デコーダ回
路32の出力を送出することになる。 Therefore, since the contents of the board state recording circuit 33 are normally controlled to match the state of the game board 1, the comparison circuit 34 indicates that there is a new start or a missing stone on the game board 1. The output will be obtained only when That is, the start detection means 3
is a board change detection signal output from the comparator circuit 34, an address output from the control circuit 35, and a starting point on the game board 1 corresponding to the address when a new start or a new move occurs on the game board 1. The output of the secondary winding switching decoder circuit 32 which gives the presence or absence of the Go stones 2 at is sent out.
駒識別手段5は、着手検出手段3の盤面変化検
出信号を受けると、2次巻線切換デコーダ回路3
2の出力を調べ、これがハイ・レベルすなわちゲ
ーム盤1上に碁石2が有る時には着手があつたと
みなし、着手検出手段3の与えるアドレス・デー
タを、棋譜記録手段4の第1のレジスタ40に書
き込むとともに、第2のレジスタ41の記録して
あるアドレス・データを着手検出手段3の制御回
路35に与え、これを制御することにより、上記
第2のレジスタ41に記録してあるアドレスに該
当するゲーム盤1上の着手点における碁石の有無
を着手検出手段の2次巻線切換デコーダ回路32
の出力として得、これがロー・レベルすなわち碁
石2が有る時には、棋譜記録手段4のアドレス・
カウンタ42のアドレスを増加した後、第1のレ
ジスタ40の内容を第2のレジスタ41と棋譜記
録回路43に記録し、上記2次巻線切換レジスタ
回路32の出力がハイ・レベルすなわち碁石が無
い時には、棋譜記録手段4のアドレス・カウンタ
42のアドレスを保つたままで第1のレジスタ4
0の内容を第2のレジスタ41と棋譜記録回路4
3に記録する。ここで、制御回路35,1次巻線
切換デコーダ回路31,2次巻線切換デコーダ回
路32が、特許請求の範囲第2項で言う駒有無判
別回路になる。 When the piece identification means 5 receives the board surface change detection signal from the move detection means 3, the piece identification means 5 activates the secondary winding switching decoder circuit 3.
2 is checked, and when it is at a high level, that is, there is a Go stone 2 on the game board 1, it is assumed that a move has been made, and the address data given by the move detecting means 3 is written into the first register 40 of the game record recording means 4. At the same time, the address data recorded in the second register 41 is given to the control circuit 35 of the start detecting means 3, and by controlling this, the game corresponding to the address recorded in the second register 41 is executed. The secondary winding switching decoder circuit 32 of the move detection means detects the presence or absence of a Go stone at the start point on the board 1.
This is obtained as the output of the game score recording means 4, and when there is a low level, that is, 2 Go stones, the address of the game record recording means 4 is
After incrementing the address of the counter 42, the contents of the first register 40 are recorded in the second register 41 and the game record recording circuit 43, and the output of the secondary winding switching register circuit 32 is at a high level, that is, there are no Go stones. At times, the first register 4 is updated while maintaining the address of the address counter 42 of the game record recording means 4.
The contents of 0 are transferred to the second register 41 and the game record recording circuit 4.
Record in 3. Here, the control circuit 35, the primary winding switching decoder circuit 31, and the secondary winding switching decoder circuit 32 constitute a piece presence/absence determination circuit as referred to in claim 2.
上述の手順、着手検出手段3の出力に基づいて
順次繰り返して行くと、棋譜記録手段4には、正
しい棋譜が順次記録されることになる。 By sequentially repeating the above-described procedure based on the output of the move detecting means 3, the correct game score will be recorded in the game score recording means 4 one after another.
ここで、ゲーム開始時はスイツチ等(図示せ
ず)にて、盤面状態記録回路33,第1のレジス
タ40,第2のレジスタ41および棋譜記録回路
43の内容をクリアーするとともに、アドレス・
カウンタ42もリセツトしておくことが必要であ
る。 At the start of the game, the contents of the board state recording circuit 33, the first register 40, the second register 41, and the game score recording circuit 43 are cleared using a switch or the like (not shown), and the address and
It is also necessary to reset the counter 42.
上述のごとく、本発明によれば、遊戯者が余分
なスイツチ操作をせず、かつ、から打ち等による
棋譜の乱れの心配もせずに、古来よりの対局と同
様の感覚で対局するだけで、正確な棋譜の取れる
ゲーム装置が実現でき、その利用価値は極めて大
きいものがある。 As described above, according to the present invention, the player can simply play the game in the same way as a traditional game, without having to make any unnecessary switch operations or worrying about the game record being disturbed by playing from scratch, etc. A game device that can obtain accurate game records can be realized, and its utility value is extremely large.
なお、以上の説明は囲碁について行なつたが、
チエスについても同様に適用しうるし、将棋にお
いても取つた駒を置く駒台にゲーム盤上の着手点
と同様にアドレスを与え、かつ、センサーを埋め
ることにより、同様に適用しうる。 The above explanation was about Go, but
The same can be applied to Chess, and the same can be applied to Shogi by giving an address to the piece stand on which the captured piece is placed in the same way as the starting point on the game board, and filling in the sensor.
また、碁石の検出手段についても、実施例にて
示した磁気結合を利用した方法のみに限られるも
のではなく、そのほか、光学的手法を利用しても
本発明は実施できることはいうまでもない。 Further, the means for detecting Go stones is not limited to the method using magnetic coupling shown in the embodiments, and it goes without saying that the present invention can also be implemented using optical methods.
第1図は本発明の一実施例の概略構成図、第2
図および第3図は本発明で使用し得る駒および駒
検出手段の一例を示す図、第4図は本発明の一実
施例の回路構成図である。
1…ゲーム盤、2…碁石、3…着手検出手段、
4…棋譜記録手段、5…駒識別手段。
FIG. 1 is a schematic configuration diagram of an embodiment of the present invention, and FIG.
3 and 3 are diagrams showing examples of pieces and piece detection means that can be used in the present invention, and FIG. 4 is a circuit configuration diagram of an embodiment of the present invention. 1... Game board, 2... Go stones, 3... Move detection means,
4... Game record recording means, 5... Piece identification means.
Claims (1)
る手段を有するゲーム盤および駒と、この駒の前
記ゲーム盤上における着手を検出する着手検出手
段と、前記着手検出手段にて着手が検出された時
にその着手が一手前の着手と同一の駒の移動によ
るものか否かを識別する駒識別手段と、前記駒識
別手段が同一の駒以外の動きを識別した時のみ着
手を記録し前記駒識別手段が同一の駒の動きを識
別した時にはすでに記録されたデータを新たに前
記着手検出手段で検出された着手に置換する棋譜
記録手段とを具備し、着手手順を順次記録できる
ようにしたことを特徴とするゲーム装置。 2 特許請求の範囲第1項の記載において、着手
検出手段は前記棋譜記録手段に記録されている一
手前の着手データに該当するゲーム盤上の位置に
駒が実在するか否かを検出する駒有無判別回路を
具え、前記着手検出手段が着手を検出した時、前
記駒有無判別回路の出力を前記駒識別手段に入力
し、駒識別手段は前記駒有無判別回路の出力を着
手が同一駒か否かの結果として出力するように構
成したことを特徴とするゲーム装置。[Scope of Claims] 1. A game board and a piece having means for detecting the presence or absence of a piece at a piece move position on the board, a move detecting means for detecting a move of this piece on the game board, and a move detecting means for detecting the move of the piece on the game board. Piece identification means for identifying whether or not the move is caused by the movement of the same piece as the previous move when a move is detected, and a move is recorded only when the piece identification means identifies a movement of a piece other than the same piece. and a game record recording means for replacing the already recorded data with a move newly detected by the move detecting means when the piece identifying means identifies the movement of the same piece, so that the move steps can be sequentially recorded. A game device characterized by: 2. In the statement of claim 1, the move detecting means is a piece that detects whether a piece actually exists at a position on the game board corresponding to the previous move data recorded in the game record recording means. a presence/absence discrimination circuit is provided, and when the move detecting means detects a move, the output of the piece presence/absence discriminating circuit is input to the piece discriminating means, and the piece discriminating means determines whether the move is the same piece or not. A game device characterized in that the game device is configured to output a result of whether or not the game is rejected.
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP56073079A JPS57188273A (en) | 1981-05-14 | 1981-05-14 | Game apparatus |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP56073079A JPS57188273A (en) | 1981-05-14 | 1981-05-14 | Game apparatus |
Publications (2)
| Publication Number | Publication Date |
|---|---|
| JPS57188273A JPS57188273A (en) | 1982-11-19 |
| JPS6232953B2 true JPS6232953B2 (en) | 1987-07-17 |
Family
ID=13507957
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| JP56073079A Granted JPS57188273A (en) | 1981-05-14 | 1981-05-14 | Game apparatus |
Country Status (1)
| Country | Link |
|---|---|
| JP (1) | JPS57188273A (en) |
Families Citing this family (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH04249875A (en) * | 1991-01-08 | 1992-09-04 | Yazaki Corp | Formation electrode for providing wire with end functioning as terminal and wire with terminal function |
| JP6092553B2 (en) | 2012-09-14 | 2017-03-08 | 矢崎総業株式会社 | Terminalized electric wire and method of manufacturing the terminalized electric wire |
-
1981
- 1981-05-14 JP JP56073079A patent/JPS57188273A/en active Granted
Also Published As
| Publication number | Publication date |
|---|---|
| JPS57188273A (en) | 1982-11-19 |
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