US20110256931A1 - Player contributed dynamic network games - Google Patents

Player contributed dynamic network games Download PDF

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Publication number
US20110256931A1
US20110256931A1 US12/759,997 US75999710A US2011256931A1 US 20110256931 A1 US20110256931 A1 US 20110256931A1 US 75999710 A US75999710 A US 75999710A US 2011256931 A1 US2011256931 A1 US 2011256931A1
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player
players
action
database
actions
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Emre YAZICI
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DUDU COMMUNICATIONS FZ-LLC
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DUDU COMMUNICATIONS FZ-LLC
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Definitions

  • the present invention relates to network games including real life objects, methods and attributes where the player is capable of introducing and modeling new objects and items to the artificial environment.
  • the invention particularly relates to a novel method and system for providing an internet game where players/clients are able to play a role in an emulation of real life environment and are able to add a new class, object, method, action and/or an attribute easily.
  • the method comprises sending state changes to the user, enabling the user to provide input for control of a position of an object, and creating the environment in response to the changes and user input.
  • the system although enabling the user to provide input in certain extent, does not allow introduction of a new feature, an action, an object, an event or an attribute from the clients. In other words, such modifications or adaptations need always be done by a system administrator.
  • player contributed network may be based on Internet or a local area network, or any other network
  • This object is solved by a method and system for creating a player contributed game as disclosed in the appended claims.
  • the present invention provides a method for providing an interactive and player contributed network game having real life emulations.
  • the players are in operable communication with a system network via player terminals.
  • the communication may be provided, for instance via internet.
  • the network system is in communication with a server, a system administrator, a contributor, a model database and a real time action simulator, wherein the system administrator defines a number of models, objects, variables and actions to initiate the game.
  • the simulator periodically or randomly (or in an event based manner) creates a system action which can be applied to one or more players.
  • the method of the invention includes the steps of (a) providing an object database in communication with the model database and real time simulator, the model database comprising a number of classes, methods and attributes, whereas the object database comprises a number objects, sub-items and/or classes of objects that may be selected by a player in accordance with his envisaged role in the game, (b) providing a user database for storing the identity and selections of the player, the user database being in interactive communication with the model database and object database, (c) providing a variables database and an action database for storing system variables and actions having defined effects for the game environment respectively, the variable and object databases being in interactive communication with the real time action simulator wherein the player is allowed to produce an action selected from the action database and define the variables associated with the action, whereas other players involved in the game are allowed to produce an effect selected from the action database in response thereto, (d) enabling a player to create and introduce a class, an object, a method, an attribute and/or an action that is different from that of the initial form of the databases, (
  • the invention further relates to a system for providing an interactive and player contributed network game to a plurality of players operating player terminals which terminals act as clients on a system network.
  • the system of the invention includes (a) a system network comprising a server in operable communication with the terminals of the players, (b) a model database and an object database in communication with each other, the model database being also in communication with the system network, the model database comprising a number of classes, methods and attributes, whereas the object database comprises a number objects, sub-items or classes of objects that may be selected by the player in accordance with his envisaged role in the game, (c) a user database for storing the identity and selections of the player, the user database being in interactive communication with the model database and object database, (d) a variables database and an action database for storing system variables and actions respectively, the variable and object databases being adapted to enable the player to produce an action selected from the action database and to define the variables associated with the action, and the variables and action databases further being adapted to enable other
  • FIG. 1 depicts an exemplary overall system of the present invention including a number of databases 101 , 108 , 109 , 110 and 111 , a system network 102 and a real time action simulator 112 .
  • FIG. 2 illustrates model contribution/verification of the system according to the present invention where a number of players 105 , 106 and 107 , verifiers 114 and 115 , contributors 103 , 104 and 113 are in interactive communication with the system network 102 of the invention.
  • FIG. 3 illustrates action/effect principles of the present invention including a number of actors 103 ′, 104 ′, 113 ′ and affected players 105 , 106 , 107 .
  • the present invention provides a novel system and method for a game enabling unlimited extension, whereas players 105 , 106 , 107 are able to add classes, objects, methods and/or attributes easily via a player terminal. Thus, features of the game will be extending by contribution of the players.
  • the game's programmatical architecture is to be based on OOP (Object Oriented Programming) wherein the players 105 , 106 , 107 can define objects, their methods and attributes.
  • OOP Object Oriented Programming
  • the game may be like a basic copy of real life where people may choose a role/status as well as different classes of entities and objects.
  • the player 105 may for instance be more popular or richer where he/she may execute different entities such as a company, a city or even a government, or the player may have objects like “hotels”, “companies”.
  • a player can select a role to play at the beginning of the game if there is an available bot (artificial intelligence program) left in the game. Otherwise, they will start the game with some initial money, then after gaining money and power they may choose to have the role that they want. Some players, until they get enough money, may manage other companies if the owner gives permission. So they may become “managers” of the companies.
  • OOP OOP
  • programmers are able to define almost everything as a hierarchy and architecture, and model their program to work as it has been in the real. That is, theoretically, any system, any object or any entity can be created with using OOP inside computer.
  • a programmer may write a program for a school, for that he/she must define a class model called “student”.
  • the student class model may have some attributes like “student name”, “student id number”, “student degree”, “student date of birth”, “student gender” and “student photo” and may have some actions like “increment number of absent days” and “assign to a classroom”.
  • the attributes will store the values of each object, whereas object refers to any created instance of class.
  • the actions are the operations which can be applied (invoked) to that object to run the procedures.
  • a player 105 will have ability to create and introduce new classes, objects, methods and/or an attribute which is different from those available in the databases prior to such modeling of the player 105 . That is, he/she can create a class and object, and also a method or an attribute or an event of the object by way of a player terminal which is in communication with a system network 102 .
  • the new input of modeling made by the player 105 is assessed and stored in the databases. It is very similar to the Object Oriented Programming in computer programming such that every item is an entity and every class (where the items are created) can extend another class, also the classes may have methods, events and attributes.
  • Players 105 , 106 , 107 can contribute to what is going to be happened whenever any player 105 runs a created action.
  • the other players 106 and 107 shall be allowed to have access to the newly introduced input material of the player 105 , and will be affected therefrom.
  • a real time action simulator 112 is also adapted for new input so that subsequent system actions based on this input may be generated and other players 106 and 107 would be affected.
  • FIG. 1 shows a simplified diagram of the system used in the context of the present invention wherein a number of databases 101 , 108 , 109 , 110 and 111 are provided for storing different data of the system.
  • the system is further provided with a real time action simulator 112 and a system network 102 including a server (not shown).
  • Said databases comprise a model database 101 , an object database 108 , a user database 109 , a variables database 110 and an action/effect database 111 .
  • the model database 101 as mentioned above is provided in communication with the object database 108 , user database 109 , real time action simulator 112 and system network 102 .
  • Said model database comprises a number of classes, methods and attributes that are either initially present and loaded by an authorized user, or created by a player 105 during the course of playing the game.
  • Said object database 108 which is also in communication with user and model databases 101 and 109 , and system network 102 stores a number objects, sub-items or classes of objects that may be selected by the players 105 , 106 , 107 in accordance with their envisaged role in the game.
  • the user database 109 stores the identity and selections of said player, and is in interactive communication with said model database 101 and object database 108 as mentioned above.
  • the variables database 110 and action database 111 are designed to store system variables and actions having defined effects for the game environment respectively, said variables and action databases 110 , 111 enable the player 105 to produce an action selected from the action database 111 and to define the variables associated with the action. Hence the other players 106 , 107 involved in the game may produce an effect selected from said action database 111 in response to the action of the player 105 .
  • the game may be initiated by a number of features, models and actions defined by the system administrator 104 .
  • a number of bots small computer programs acting like a user, by selecting randomly or logically some actions
  • artificial intelligence may be created to play like real players. That will make the system to be developed faster, and also whenever a player 105 wants to join to the game, she/he can select one of the bots to be replaced. So the bot will be removed and the new player 105 will be joined instead of the bot.
  • the real life like environment is dynamically improved and extended time by time as shown in FIG. 2 .
  • New banks of classes and objects are formed in both the model database 101 and object database 108 .
  • Contents of said databases 101 , 108 are improved by the contributors 103 , 104 , 113 .
  • Such contributors may include the system administrator 104 , an artificial intelligence 113 , and a player 103 .
  • the main idea underlying the present invention is based on the fact that model 101 , object 108 and user 109 databases are provided as accessible and operable to said players 105 , 106 , 107 such that the players 105 , 106 , 107 are allowed to create and introduce a new class, object, method, action and/or an attribute that is different from those previously defined in said databases.
  • the databases disclosed hereby are further adapted to store said newly introduced class, object, method, action and/or attribute and to allow access for other players into this new input of the player.
  • This renders an actual player 105 , 106 , 107 to be in fact also a contributor 103 .
  • the other players 105 , 106 , 107 may use the classes and objects created by the contributor player 103 .
  • the players 105 , 106 , 107 may advantageously discuss and vote to confirm or change the inputs coming from the contributors 103 , 104 , 113 .
  • the expression “creating and introducing a new class, object, method, action and/or an attribute (new input)” refers any class, object, method, action and/or an attribute which has not been defined and located in the databases of the system until the player provides and loads the same into said databases.
  • the aforementioned new input of the players 105 , 106 , 107 behaving as a contributor 103 may be controlled and verified by system verifiers.
  • the actual players 105 , 106 , 107 may also be authorized to act as player verifiers 114 where an administrator verifier 115 may simultaneously act with said player verifiers 114 .
  • system may also involve a connection to outside actions via internet, such outside actions of real life e.g. dollar/euro exchange rates or stock market values, economic crisis, election results, earthquakes may effect the game environment and players 105 , 106 , 107 because such actions behave as a contributor.
  • the players 105 , 106 , 107 being affected by an input of the outside actions can generate another action in response thereto via system network 102 , i.e. by way of internet.
  • FIGS. 3 and 4 show the action/effect mechanism according to the present invention.
  • An action produced by any actor 103 ′, 104 ′, 113 ′ of the system is submitted to the network 102 and then it will be executed. After this execution, some effects may be generated.
  • the real time action simulator 112 will simulate this effect to execute all routines for the objects that are affected. Being affected by an action, the players 105 , 106 , 107 may cause another action as a result of the previous action as shown with a dashed arrow in the bottom of FIG. 3 .
  • Dynamic structure of the method and system of the present invention is enhanced by an artificial intelligence (AI) such as decision trees or neural networks that are used to understand player 105 behaviors.
  • AI artificial intelligence
  • these means of intelligence may advantageously be used to change the parameters of the system to fit it as a real world-life.
  • the intelligent decisions are used to determine the result of an action. For example when a player 105 has a company and the player 105 made some investment on developing a new method to produce a newer quality for his products, this may be regarded as a research.
  • the result of the research can be determined by using AI because the result is not always certain. It may be resulted as failure or success. Besides, even if it is resulted as success, which kind of and what level of success obtained, is determined by AI or by contributors or by system admins or by the rules that are obtained from real world (e.g. statistics: some statistics from real world can be used to determine the results of the actions). This will lead player 105 not to get bored because, he/she must know that not all the time everything will be going as he/she planned, just like in the real life. Also the game is not static. The project can be extended to include anything.
  • system can crawl (grab information from web sites or databases or encyclopedias) in accumulating information and add them into system directly such that the models and their attributes, methods and actions are implemented by using artificial intelligence methods like information extraction.
  • the system of the invention may have ability to understand the player's 105 character by actions, behaviors using artificial intelligence, test based systems or manually to generate new events according to his/her character.
  • Two main criteria can be used, personality type by process communication model and personality type by the horoscope. It is believed that the people who were born in some certain dates have some similar behaviors or characters.
  • the information players 105 , 106 , 107 can randomly be affected by some system generated events.
  • PCM process communication model, a physiological model for modeling people to fit one of the groups: doer, feeler, thinker, believer, dreamer, funster
  • the personality group can be determined by the certain actions that the player 105 usually performs. Also this can be used to generate system based events to the player 105 , in order to make the game very close to the real.
  • the system managing action simulator 112 refers to the “government” or “ruler” of the game, that may be controlled by administrators 104 of the project or some authorized players 103 or artificial intelligence systems 113 like neural networks and/or decision trees.
  • the simulator 112 will manage pointing and creating “events”, from some criteria. Said simulator 112 will periodically or randomly create an action which can be applied to one or more players 105 , 106 , 107 . They may be called “system actions”.
  • methods there are two types of methods, one of them is the “method” itself, and other one is an “action” whereas methods can be applied to the player 105 itself. For example, when the player 105 makes investment to his/her own shop or factory, this may be regarded as a method.
  • the actions are the ones which can be applied to the other player 106 or 107 . For example, player 105 can make a call or make a request to sell his house to another player 106 or 107 .
  • effect There are also some procedures called “effect” which will be executed when another player 106 or 107 , runs an action to apply something to player 105 .
  • player 106 or 107 will make a buy request for player 105 's house.
  • player 105 's “effect” function will be executed.
  • Players in some ways can change the rules of the system whenever they have good relationships and high potential (high credits). That is, later on, the players may manage ceremonies (by becoming ministers) by elections or by relationships.
  • players can attend to a meeting, an opening of a company, a party etc. They can meet new friends, who are already players in the system. Then they may have relationships, which can lead them to work better, gain more and solve problems in shorter time. This also increases the “power” of the player.
  • the system has an action-reaction (cause-effect) chain as shown in FIG. 4 , whereas a created action of an actor player 103 ′ and/or an actor admin 104 ′ may affect some other players 103 ′. This effect may also cause some other actions (of the effected players 103 ′) to be executed, and these can affect other players or system as well. Some actions (if it is strong/big enough) can even change system variables 110 ′ stored in the variables database 110 .
  • reference number 103 ′ is dedicated to the aforementioned affected players for the sake of simplicity. It will be understandable that the term “affected players” include also other players 105 , 106 , 107 who are not actors within the meaning of FIG. 3 .
  • the system and method may also comprise a GUI (graphical user interface) executed by a web, computer, or mobile phone (e.g. iphone) program (software) which may allow the players to create an object structure. So the players 105 , 106 , 107 can download and contribute their ideas to the project by using this software.
  • GUI graphical user interface
  • a web, computer, or mobile phone (e.g. iphone) program software which may allow the players to create an object structure. So the players 105 , 106 , 107 can download and contribute their ideas to the project by using this software.
  • the players 105 , 106 , 107 in social network of the project can have an animated interface, admin panel or management interface whereas they can see the actions they have done, the actions that they can do, the effects, the values of the system variables 110 ′, the actions that the other players have done to them, and all other player or system related information.
  • a streaming or animation application can be created to show the actions and events instantly and user friendly.
  • the game is preferably provided with a multi-lingual interface to allow many people all around the world who also do not have language skills in English or in a common language.
  • the project may also provide, multi lingual online chat, so that people from different countries can understand each other while they are playing.
  • the sample model will be based on a person/player 105 with his/her companies, relations and his/her actions. For example, when the player 105 would like to have an entity named “company” he will create a class called “company” and said company may have methods like “invest”, “advertise”, as well as a number of attributes like “type” and “budget”. Then any player 106 or 107 will be able to create an instance of the class “company” in the model database 101 , and later on he/she can apply any action to that created object in the object database 108 and also in the action database 111 .
  • the object model for the entity “company” may be like below:
  • the player 105 which is an instance of the “player” class in the user database 109 indicating the player object in the object database 108 for each player 105 , 106 , 107 .
  • the player 105 has the following attributes.
  • the player 105 will have a character.
  • the character is player himself.
  • the character may have attributes like;
  • the game may have a map of cities or towns (or similar) whereas players 105 , 106 , 107 can see unused areas to buy and/or establish their companies, shops etc.
  • the gain of the shop can depend on the location of the shop. E.g., if a player 105 buys a very popular place or a place where there is no other competitor/rival shop, the player 105 will gain more. Also the places can be bought and sold. Initially “system-ruler” owns every place. Players must pay some money (initial money) to buy a place.
  • the game may have a time management system.
  • an action can take some time to be completed.
  • a player 105 can make research, and in real life this can take 6 months (180 days).
  • the time necessary for carrying out such an action is the real time multiplied by timescale constant which is a number below 1.
  • timescale constant is normally a constant number which is determined by the system admin 104 . But, if a player 105 stays in the game for a long time like 5-7 hours per day, the timescale for the player will be decreased.
  • getting the results of the actions may take less time according to the timescale.
  • the time will fly faster. For example, whenever a player 105 stays 8 hours per day online in the game, this will lead timescale (only for his actions) to become 1/12 so the research will take 15 days instead of 20 days.
  • the programmatical code must be written for the methods of the classes by contributor 103 or system developers.
  • the project may have a basic syntactic rule of programming language or it can use an interpreted language.
  • a contributor may not know the programming language so they can provide a simple description and/or a pseudo code (wikipedia: Pseudocode is a compact and informal high-level description of a computer programming algorithm that uses the structural conventions of a programming language, but is intended for human reading rather than machine reading).
  • the pseudo code can be converted into the script language by a program, or system admin(s) or other volunteer members in the network.
  • the following code is a sample pseudo code of the programming code mentioned above:
  • function advertisement(amount) ⁇ if member has not enough money then skip the function if member has not legal document(s) skip the function decrease members money by amount increase members income by %3 ⁇
  • the results of actions are not fixed. That is every action may not generate the same results.
  • the player 105 creates a part of the program where she/he can have his/her own data structure (E-R: Entity-Relation) for the object that he/she is going to create.
  • E-R Entity-Relation
  • the player 105 can create a class called “bank” which behaves like a real bank. It may have credits, it may give loans, and it may store the money of the customers of the bank.
  • the player 105 may pay “real money” to the provider to get money-points in the game. For example, player 105 can pay real 10$ to get 100,000$ game money. Hence they can invest or buy more.
  • the project has some special actions called “periods”, whereas they are methods of the objects but they can be called periodically. For example, whenever a player 105 has a shop, said player 105 may be gaining some money periodically like every day, 2000$. So whenever a period is created, it may be run with the period (minute based, or hourly, daily, monthly etc.). For periodically happened actions, there is a procedure to execute such an action periodically. As a further example, a “bank” can make investments periodically or if player 105 has a shop, it can gain money periodically.
  • the periodical procedures are also defined as methods. These methods may be executed within the period that is given by a definer.
  • time line which can show the periods on it.
  • the time line may represent the next call times of each period that is going to be executed.
  • the system and method of a game according to the present invention can be applied into a social network, or a site. It may work through mobile phones.
  • the system can use SMS or e-mail notifications to inform players 105 , 106 , 107 about a particular situation.
  • the system may have communities, consortiums, groups or etc. and players 105 , 106 , 107 can join to these communities.
  • the game of the invention may also be played inside a web site, from a computer program, from iphone, from mobile phone etc.
  • Players 105 , 106 , 107 may have accounts like in web sites. They may be able to access to game from any part of the world, with using one of the application methods that have been mentioned above.

Abstract

A method and system for providing an interactive and player contributed network game having real life emulations where a number of players are in operable communication with a system network via player terminals through internet or mobile phone. The actual players are able to contribute and improve the game by providing databases having a number of classes, objects, methods, attributes and/or actions selectable by a player in accordance with his envisaged role in the game, enabling a player to create and introduce a class, an object, a method and/or an attribute that is different from the initial form of the databases, assessing and storing the newly introduced aspects into the databases, and allowing access for other players into this new input of the player, and adapting the system action simulator to produce subsequent system actions having effect on other players based on the new aspects made by the player.

Description

    FIELD OF THE INVENTION
  • The present invention relates to network games including real life objects, methods and attributes where the player is capable of introducing and modeling new objects and items to the artificial environment. The invention particularly relates to a novel method and system for providing an internet game where players/clients are able to play a role in an emulation of real life environment and are able to add a new class, object, method, action and/or an attribute easily.
  • BACKGROUND OF THE INVENTION
  • Until today, there have been many computer games and internet games which have been played by millions of players. Every game has its strategy, rules and limitations. For that reason, after a period of time people usually get bored of playing the same game with certain rules having definite consequences.
  • According to the statistics, one of three people is playing games on the internet sites. However, there is almost no game which continues for a long time due to the above reasons.
  • Computer enabled games including role playing attributions and enabling interaction of the players are known for instance in the U.S. Publication No. 2007-0197295-A1 which discloses an interactive role playing administers and regulates the play of the games, wherein user contribution is not allowed.
  • Another internet based game involving a method of enabling a user to navigate in a real life model is disclosed in the U.S. Publication No. 2003-0037156-A1. The method comprises sending state changes to the user, enabling the user to provide input for control of a position of an object, and creating the environment in response to the changes and user input. The system, although enabling the user to provide input in certain extent, does not allow introduction of a new feature, an action, an object, an event or an attribute from the clients. In other words, such modifications or adaptations need always be done by a system administrator.
  • It is therefore an object of the invention to provide player contributed network (may be based on Internet or a local area network, or any other network) games enabling players to improve the game content. This object is solved by a method and system for creating a player contributed game as disclosed in the appended claims.
  • SUMMARY OF THE INVENTION
  • The present invention provides a method for providing an interactive and player contributed network game having real life emulations. According to the method of the invention, the players are in operable communication with a system network via player terminals. The communication may be provided, for instance via internet. The network system is in communication with a server, a system administrator, a contributor, a model database and a real time action simulator, wherein the system administrator defines a number of models, objects, variables and actions to initiate the game. The simulator periodically or randomly (or in an event based manner) creates a system action which can be applied to one or more players. The method of the invention includes the steps of (a) providing an object database in communication with the model database and real time simulator, the model database comprising a number of classes, methods and attributes, whereas the object database comprises a number objects, sub-items and/or classes of objects that may be selected by a player in accordance with his envisaged role in the game, (b) providing a user database for storing the identity and selections of the player, the user database being in interactive communication with the model database and object database, (c) providing a variables database and an action database for storing system variables and actions having defined effects for the game environment respectively, the variable and object databases being in interactive communication with the real time action simulator wherein the player is allowed to produce an action selected from the action database and define the variables associated with the action, whereas other players involved in the game are allowed to produce an effect selected from the action database in response thereto, (d) enabling a player to create and introduce a class, an object, a method, an attribute and/or an action that is different from that of the initial form of the databases, (e) assessing and storing the newly introduced class, object, method, attribute and/or action in the relevant databases, and allowing access into this new input of the player by other players, and (f) adapting the real time action simulator to produce subsequent system actions having effect on other players based on the new input of class, object, method, attribute and/or action made by the player.
  • The invention further relates to a system for providing an interactive and player contributed network game to a plurality of players operating player terminals which terminals act as clients on a system network. More specifically the system of the invention includes (a) a system network comprising a server in operable communication with the terminals of the players, (b) a model database and an object database in communication with each other, the model database being also in communication with the system network, the model database comprising a number of classes, methods and attributes, whereas the object database comprises a number objects, sub-items or classes of objects that may be selected by the player in accordance with his envisaged role in the game, (c) a user database for storing the identity and selections of the player, the user database being in interactive communication with the model database and object database, (d) a variables database and an action database for storing system variables and actions respectively, the variable and object databases being adapted to enable the player to produce an action selected from the action database and to define the variables associated with the action, and the variables and action databases further being adapted to enable other players involved in the game to produce an effect selected from the action database in response thereto, (e) a system administrator terminal and/or a contributor terminal in operable communication with the system network, where the system administrator and contributor terminals being authorized and configured to define classes, methods, attributes, objects and/or actions, (f) a real time action simulator in interactive communication with the system network and one or more of the databases, the simulator creating a periodical, random or event based system action which can be applied to one or more of the players, wherein the model, object and user databases are configured to be accessible and operable to the players such that the players are allowed to create and introduce a new class, object, method, attribute and/or an action that is different from that of the initial form of the databases, the databases further being adapted to store the newly introduced class, object, method, attribute and/or action and to allow other players to have access into this new input of the player; and the real time action simulator being configured to receive any of the new inputs and to produce subsequent system actions based on the new input of the player.
  • BRIEF DESCRIPTION OF THE FIGURES
  • Appended drawings are illustrative representations of an exemplary embodiment of the invention and are non-limiting with respect to the general concept and scope of the independent claims.
  • FIG. 1 depicts an exemplary overall system of the present invention including a number of databases 101, 108, 109, 110 and 111, a system network 102 and a real time action simulator 112.
  • FIG. 2 illustrates model contribution/verification of the system according to the present invention where a number of players 105, 106 and 107, verifiers 114 and 115, contributors 103, 104 and 113 are in interactive communication with the system network 102 of the invention.
  • FIG. 3 illustrates action/effect principles of the present invention including a number of actors 103′, 104′, 113′ and affected players 105, 106, 107.
  • FIG. 4 depicts an action/reaction chain within the system of the present invention.
  • DETAILED DESCRIPTION OF THE INVENTION
  • The present invention provides a novel system and method for a game enabling unlimited extension, whereas players 105, 106, 107 are able to add classes, objects, methods and/or attributes easily via a player terminal. Thus, features of the game will be extending by contribution of the players. The game's programmatical architecture is to be based on OOP (Object Oriented Programming) wherein the players 105, 106, 107 can define objects, their methods and attributes. The game may be like a basic copy of real life where people may choose a role/status as well as different classes of entities and objects. The player 105 may for instance be more popular or richer where he/she may execute different entities such as a company, a city or even a government, or the player may have objects like “hotels”, “companies”. According to a preferred embodiment of the present invention, a player can select a role to play at the beginning of the game if there is an available bot (artificial intelligence program) left in the game. Otherwise, they will start the game with some initial money, then after gaining money and power they may choose to have the role that they want. Some players, until they get enough money, may manage other companies if the owner gives permission. So they may become “managers” of the companies.
  • In OOP, programmers are able to define almost everything as a hierarchy and architecture, and model their program to work as it has been in the real. That is, theoretically, any system, any object or any entity can be created with using OOP inside computer. For example, a programmer may write a program for a school, for that he/she must define a class model called “student”. The student class model may have some attributes like “student name”, “student id number”, “student degree”, “student date of birth”, “student gender” and “student photo” and may have some actions like “increment number of absent days” and “assign to a classroom”. The attributes will store the values of each object, whereas object refers to any created instance of class. The actions are the operations which can be applied (invoked) to that object to run the procedures.
  • According to the method and system of the present invention, a player 105, will have ability to create and introduce new classes, objects, methods and/or an attribute which is different from those available in the databases prior to such modeling of the player 105. That is, he/she can create a class and object, and also a method or an attribute or an event of the object by way of a player terminal which is in communication with a system network 102. The new input of modeling made by the player 105 is assessed and stored in the databases. It is very similar to the Object Oriented Programming in computer programming such that every item is an entity and every class (where the items are created) can extend another class, also the classes may have methods, events and attributes. Players 105, 106, 107 can contribute to what is going to be happened whenever any player 105 runs a created action. The other players 106 and 107 shall be allowed to have access to the newly introduced input material of the player 105, and will be affected therefrom. A real time action simulator 112 is also adapted for new input so that subsequent system actions based on this input may be generated and other players 106 and 107 would be affected.
  • FIG. 1 shows a simplified diagram of the system used in the context of the present invention wherein a number of databases 101, 108, 109, 110 and 111 are provided for storing different data of the system. The system is further provided with a real time action simulator 112 and a system network 102 including a server (not shown). Said databases comprise a model database 101, an object database 108, a user database 109, a variables database 110 and an action/effect database 111.
  • The model database 101 as mentioned above is provided in communication with the object database 108, user database 109, real time action simulator 112 and system network 102. Said model database comprises a number of classes, methods and attributes that are either initially present and loaded by an authorized user, or created by a player 105 during the course of playing the game. Said object database 108 which is also in communication with user and model databases 101 and 109, and system network 102 stores a number objects, sub-items or classes of objects that may be selected by the players 105, 106, 107 in accordance with their envisaged role in the game. The user database 109 stores the identity and selections of said player, and is in interactive communication with said model database 101 and object database 108 as mentioned above. The variables database 110 and action database 111 are designed to store system variables and actions having defined effects for the game environment respectively, said variables and action databases 110, 111 enable the player 105 to produce an action selected from the action database 111 and to define the variables associated with the action. Hence the other players 106, 107 involved in the game may produce an effect selected from said action database 111 in response to the action of the player 105.
  • The game may be initiated by a number of features, models and actions defined by the system administrator 104. At the beginning, a number of bots (small computer programs acting like a user, by selecting randomly or logically some actions) working with artificial intelligence may be created to play like real players. That will make the system to be developed faster, and also whenever a player 105 wants to join to the game, she/he can select one of the bots to be replaced. So the bot will be removed and the new player 105 will be joined instead of the bot. As the players 105, 106, 107 join to the game, where each of them has a different role, the real life like environment is dynamically improved and extended time by time as shown in FIG. 2. New banks of classes and objects are formed in both the model database 101 and object database 108. Contents of said databases 101, 108 are improved by the contributors 103, 104, 113. Such contributors may include the system administrator 104, an artificial intelligence 113, and a player 103. The main idea underlying the present invention is based on the fact that model 101, object 108 and user 109 databases are provided as accessible and operable to said players 105, 106, 107 such that the players 105, 106, 107 are allowed to create and introduce a new class, object, method, action and/or an attribute that is different from those previously defined in said databases. The databases disclosed hereby are further adapted to store said newly introduced class, object, method, action and/or attribute and to allow access for other players into this new input of the player. This renders an actual player 105, 106, 107 to be in fact also a contributor 103. The other players 105, 106, 107 may use the classes and objects created by the contributor player 103. Furthermore, the players 105, 106, 107 may advantageously discuss and vote to confirm or change the inputs coming from the contributors 103, 104, 113.
  • Thus in the context of the present invention, the expression “creating and introducing a new class, object, method, action and/or an attribute (new input)” refers any class, object, method, action and/or an attribute which has not been defined and located in the databases of the system until the player provides and loads the same into said databases.
  • The aforementioned new input of the players 105, 106, 107 behaving as a contributor 103 may be controlled and verified by system verifiers. According to a preferred embodiment of the present invention the actual players 105, 106, 107 may also be authorized to act as player verifiers 114 where an administrator verifier 115 may simultaneously act with said player verifiers 114.
  • In a further preferred embodiment of the invention the system may also involve a connection to outside actions via internet, such outside actions of real life e.g. dollar/euro exchange rates or stock market values, economic crisis, election results, earthquakes may effect the game environment and players 105, 106, 107 because such actions behave as a contributor. The players 105, 106, 107 being affected by an input of the outside actions can generate another action in response thereto via system network 102, i.e. by way of internet.
  • FIGS. 3 and 4 show the action/effect mechanism according to the present invention. An action produced by any actor 103′, 104′, 113′ of the system is submitted to the network 102 and then it will be executed. After this execution, some effects may be generated. The real time action simulator 112 will simulate this effect to execute all routines for the objects that are affected. Being affected by an action, the players 105, 106, 107 may cause another action as a result of the previous action as shown with a dashed arrow in the bottom of FIG. 3.
  • Dynamic structure of the method and system of the present invention is enhanced by an artificial intelligence (AI) such as decision trees or neural networks that are used to understand player 105 behaviors. With this kind of information, these means of intelligence may advantageously be used to change the parameters of the system to fit it as a real world-life.
  • The intelligent decisions are used to determine the result of an action. For example when a player 105 has a company and the player 105 made some investment on developing a new method to produce a newer quality for his products, this may be regarded as a research. The result of the research can be determined by using AI because the result is not always certain. It may be resulted as failure or success. Besides, even if it is resulted as success, which kind of and what level of success obtained, is determined by AI or by contributors or by system admins or by the rules that are obtained from real world (e.g. statistics: some statistics from real world can be used to determine the results of the actions). This will lead player 105 not to get bored because, he/she must know that not all the time everything will be going as he/she planned, just like in the real life. Also the game is not static. The project can be extended to include anything.
  • At the beginning, system can crawl (grab information from web sites or databases or encyclopedias) in accumulating information and add them into system directly such that the models and their attributes, methods and actions are implemented by using artificial intelligence methods like information extraction.
  • Thus, in a preferred embodiment, the system of the invention may have ability to understand the player's 105 character by actions, behaviors using artificial intelligence, test based systems or manually to generate new events according to his/her character. Two main criteria can be used, personality type by process communication model and personality type by the horoscope. It is believed that the people who were born in some certain dates have some similar behaviors or characters. According to the information players 105, 106, 107 can randomly be affected by some system generated events. Further, using PCM (process communication model, a physiological model for modeling people to fit one of the groups: doer, feeler, thinker, believer, dreamer, funster), the personality group can be determined by the certain actions that the player 105 usually performs. Also this can be used to generate system based events to the player 105, in order to make the game very close to the real.
  • The system managing action simulator 112 refers to the “government” or “ruler” of the game, that may be controlled by administrators 104 of the project or some authorized players 103 or artificial intelligence systems 113 like neural networks and/or decision trees. The simulator 112 will manage pointing and creating “events”, from some criteria. Said simulator 112 will periodically or randomly create an action which can be applied to one or more players 105, 106, 107. They may be called “system actions”.
  • There are two types of methods, one of them is the “method” itself, and other one is an “action” whereas methods can be applied to the player 105 itself. For example, when the player 105 makes investment to his/her own shop or factory, this may be regarded as a method. The actions are the ones which can be applied to the other player 106 or 107. For example, player 105 can make a call or make a request to sell his house to another player 106 or 107.
  • There are also some procedures called “effect” which will be executed when another player 106 or 107, runs an action to apply something to player 105. For example, player 106 or 107 will make a buy request for player 105's house. Whenever player 106 or 107 runs the “action: make request”, player 105's “effect” function will be executed.
  • Players in some ways can change the rules of the system whenever they have good relationships and high potential (high credits). That is, later on, the players may manage ministries (by becoming ministers) by elections or by relationships.
  • In the game, players can attend to a meeting, an opening of a company, a party etc. They can meet new friends, who are already players in the system. Then they may have relationships, which can lead them to work better, gain more and solve problems in shorter time. This also increases the “power” of the player.
  • The system has an action-reaction (cause-effect) chain as shown in FIG. 4, whereas a created action of an actor player 103′ and/or an actor admin 104′ may affect some other players 103′. This effect may also cause some other actions (of the effected players 103′) to be executed, and these can affect other players or system as well. Some actions (if it is strong/big enough) can even change system variables 110′ stored in the variables database 110. In FIG. 4, reference number 103′ is dedicated to the aforementioned affected players for the sake of simplicity. It will be understandable that the term “affected players” include also other players 105, 106, 107 who are not actors within the meaning of FIG. 3.
  • The system and method may also comprise a GUI (graphical user interface) executed by a web, computer, or mobile phone (e.g. iphone) program (software) which may allow the players to create an object structure. So the players 105, 106, 107 can download and contribute their ideas to the project by using this software.
  • The players 105, 106, 107 in social network of the project can have an animated interface, admin panel or management interface whereas they can see the actions they have done, the actions that they can do, the effects, the values of the system variables 110′, the actions that the other players have done to them, and all other player or system related information. A streaming or animation application can be created to show the actions and events instantly and user friendly.
  • The game is preferably provided with a multi-lingual interface to allow many people all around the world who also do not have language skills in English or in a common language. The project may also provide, multi lingual online chat, so that people from different countries can understand each other while they are playing.
  • Further embodiments and features of the present invention are explained as below with reference to an illustrative example as a sample model.
  • The sample model will be based on a person/player 105 with his/her companies, relations and his/her actions. For example, when the player 105 would like to have an entity named “company” he will create a class called “company” and said company may have methods like “invest”, “advertise”, as well as a number of attributes like “type” and “budget”. Then any player 106 or 107 will be able to create an instance of the class “company” in the model database 101, and later on he/she can apply any action to that created object in the object database 108 and also in the action database 111.
  • The object model for the entity “company” may be like below:
  • Company{
    Attributes
    Name: the name of the company
    Type: type of the company
    [Some legal information of the company]
    [Shops that the company has]: a collection of items of shop
    [Factories that the company has]: a collection of items of factory
    [Employees that the company has]: a collection of items of employee
    [Products that the company has]: a collection of items of product
    Close( ) : Closes the company
    Invest( ): Makes investment to the company
    }
  • In the game, there is a “player” 105 which is an instance of the “player” class in the user database 109 indicating the player object in the object database 108 for each player 105, 106, 107. The player 105 has the following attributes.
  • Firstly, the player 105 will have a character. The character is player himself. The character may have attributes like;
      • Health: A numeric value between 0-100, indicates player's 105 health status in the game. This is determined based on the system variables 110′, some other characteristic attributes like stress level, and also duration of playing the game (if player 105 has been playing the game for a long time without a break, the character will be “tired”, so his/her health will be lowered. Human's health may also depend on other factors. For example, if the player has an action “see a doctor” and he/she does not see doctor once a month, he/she may get ill. The actions and dependencies are unlimited. They can be extended according to the contribution.
      • Chance: A numeric value between 0-100, indicates player's 105 chance level, whereas this attribute will be used in some actions or will be used at determining value of other attributes. The change will be determined at the beginning of the game, and the chance may change each time the player 105 logs in to the game.
      • Stress: A numeric value between 0-100, indicates the player's 105 stress. This value will be depending on the pressure of the player 105. For example if the player 105 is dealing with too many rivals, or too many companies, the stress will be higher.
      • Entertainment: A numeric value between 0-100, indicates the morale of the player 105. The game has some actions that the player 105 can perform to get entertained by spending some time and money in the game. This decrease stress. Morale-Entertainment is also depending on the morale of the country that is given as an output parameter to the system by system administrators 104.
      • Security: A numeric value between 0-100, indicates how much security the character has. This value can be increased by having more guards or security systems just like in the real. If the security of the character is low, some other players 106 or 107 can hire a murder and kill the player 105 or similar actions can be done.
  • In the game there is the “money” which indicates a point of the player 105 whereas the money will be incremented as player gains or sells something, and it will be decreased when the player 105 spends. This is not real money, this only refers to a number of points.
  • The game may have a map of cities or towns (or similar) whereas players 105, 106, 107 can see unused areas to buy and/or establish their companies, shops etc. The gain of the shop can depend on the location of the shop. E.g., if a player 105 buys a very popular place or a place where there is no other competitor/rival shop, the player 105 will gain more. Also the places can be bought and sold. Initially “system-ruler” owns every place. Players must pay some money (initial money) to buy a place.
  • The game may have a time management system. Normally, in real life, an action can take some time to be completed. For example, a player 105 can make research, and in real life this can take 6 months (180 days). In the system, the time necessary for carrying out such an action is the real time multiplied by timescale constant which is a number below 1. For example, if the timescale constant is 1/9, that is, the action's duration is 1/9×180=20 days, hence it will take 20 days to complete the research in the game. The timescale is normally a constant number which is determined by the system admin 104. But, if a player 105 stays in the game for a long time like 5-7 hours per day, the timescale for the player will be decreased. So, getting the results of the actions may take less time according to the timescale. Thus, whenever a player 105 stays online in the game for longer time, the time will fly faster. For example, whenever a player 105 stays 8 hours per day online in the game, this will lead timescale (only for his actions) to become 1/12 so the research will take 15 days instead of 20 days.
  • The programmatical code must be written for the methods of the classes by contributor 103 or system developers. The project may have a basic syntactic rule of programming language or it can use an interpreted language.
  • The following code can be shown as a sample for an action
  • function advertisement($member, $request){
    if ( $member(‘money’) > $request[‘amount’] ) return success( );
    else return fail(“You do not have enough money”);
    if ( $member−>hasLegal(‘ABC’) )
    else return fail(“You do not have ABC certificate”);
    $member−>changeMoney( −1 * $request[‘amount’]);
    $entity−>incrementincomerate(3);
    return success( );
    }
  • In some cases, a contributor may not know the programming language so they can provide a simple description and/or a pseudo code (wikipedia: Pseudocode is a compact and informal high-level description of a computer programming algorithm that uses the structural conventions of a programming language, but is intended for human reading rather than machine reading). The pseudo code can be converted into the script language by a program, or system admin(s) or other volunteer members in the network. For example, the following code is a sample pseudo code of the programming code mentioned above:
  • function advertisement(amount){
    if member has not enough money then
    skip the function
    if member has not legal document(s)
    skip the function
    decrease members money by amount
    increase members income by %3
    }
  • There is an AI, which enables change of the system values or player's 105, 106, 107, or objects' attributes. It is already shown above that if a player 105 applies a making advertisement method, this will call another method or a system function. In the case above, for making an advertisement player 105 must have some “amount” of money and some legal documents. This method will increment the income rate but decrease the current money. Because for making an advertisement player 105 must pay some money, and then it will increment the sales, player's 105 income will be incremented.
  • The results of actions are not fixed. That is every action may not generate the same results. In the project there may be a weighted random and/or statistically defined values and/or intelligent determination, which can be used to determine result of an action. For example, for a company that has been making a research, it is not certain that the company will be successful. This may depend on weighted random calculation (which is a random number 0/100, between X and Y whereas X and Y values are limited) or intelligent algorithm (decision trees, neural networks, genetic programming) whether to fail or succeed. Genetic algorithms, in this case, may be more successful to make decisions, because they usually adapt the current environment successfully.
  • Then the player 105 creates a part of the program where she/he can have his/her own data structure (E-R: Entity-Relation) for the object that he/she is going to create. For example, the player 105 can create a class called “bank” which behaves like a real bank. It may have credits, it may give loans, and it may store the money of the customers of the bank. The player 105 may pay “real money” to the provider to get money-points in the game. For example, player 105 can pay real 10$ to get 100,000$ game money. Hence they can invest or buy more.
  • The project has some special actions called “periods”, whereas they are methods of the objects but they can be called periodically. For example, whenever a player 105 has a shop, said player 105 may be gaining some money periodically like every day, 2000$. So whenever a period is created, it may be run with the period (minute based, or hourly, daily, monthly etc.). For periodically happened actions, there is a procedure to execute such an action periodically. As a further example, a “bank” can make investments periodically or if player 105 has a shop, it can gain money periodically. The periodical procedures are also defined as methods. These methods may be executed within the period that is given by a definer.
  • There may be a time line which can show the periods on it. The time line may represent the next call times of each period that is going to be executed.
  • In the network system 102 that is controlled by contributors 103, 104, 113 of the project, some authorized players or artificial intelligence will periodically or randomly create an action which are in three categories:
      • The actions which have been done by players 105, 106, 107: For example a player 105 can buy the sample company which may be big enough to affect the situation of other companies just like in real life.
      • The realities in real life: For example the stock marketing of a country may go up, according to this change, the system can decrease the values of stock market in the game.
      • The system parameters and random: For example there can be some system parameters, limitations, or rule sets. According to these parameters system can make a decision. Besides, the decisions may depend on values of attributes of the players 105, 106, 107 and sometimes random values. System may generate some random numbers to make different decisions until the system is stabilized.
  • The system and method of a game according to the present invention can be applied into a social network, or a site. It may work through mobile phones. The system can use SMS or e-mail notifications to inform players 105, 106, 107 about a particular situation.
  • The system may have communities, consortiums, groups or etc. and players 105, 106, 107 can join to these communities.
  • The game of the invention may also be played inside a web site, from a computer program, from iphone, from mobile phone etc. Players 105, 106, 107 may have accounts like in web sites. They may be able to access to game from any part of the world, with using one of the application methods that have been mentioned above.
  • There may be a social network site (Web 2.0/Web 3.0) that is created for players 105, 106, 107 to play the game online within that social network whereas some social network features would also be included.

Claims (29)

1. A method for providing an interactive and player contributed network game having real life emulations where a number of players are being in operable communication with a system network via player terminals, said network system comprising a server that is being in communication with a system administrator, a contributor, a model database and a real time action simulator, wherein said system administrator defining a number of classes, objects, variables and actions to initiate the game, and said simulator creating a periodical, random or event based system action which can be applied to one or more players; the method comprising:
(a) providing an object database in communication with said model database and real time simulator, said model database comprising a number of classes, methods and attributes, and said object database comprising a number objects, sub-items and/or classes of objects that may be selected by a player in accordance with his envisaged role in the game,
(b) providing a user database for storing the identity and selections of said player, the user database being in interactive communication with said model database and object database,
(c) providing a variables database and an action database for storing system variables and actions having defined effects for the game environment respectively, said variable and object databases being in interactive communication with the real time action simulator wherein the player is allowed to produce an action selected from the action database and define the variables associated with said action, whereas other players involved in the game are allowed to produce an effect selected from said action database in response thereto,
(d) enabling a player to create and introduce a class, an object, a method, an attribute and/or an action that is different from those previously defined in the databases,
(e) assessing and storing said newly introduced class, object, method, attribute and/or action in the relevant databases, and allowing other players to get access into this new input of the player, and
(f) adapting the real time action simulator to produce subsequent system actions having effect on other players based on said new input of class, object, method, attribute and/or action made by the player.
2. The method according to claim 1, wherein said classes, objects, methods, attributes and/or actions are selected as compatible with a real life environment.
3. The method according to claim 1, wherein the communication of the system network and player terminals is provided with internet.
4. The method according to claim 1, wherein the further comprises providing a system of artificial intelligence to understand behaviors of the players and to change the system parameters based on said behaviors.
5. The method according to claim 4, wherein the system of artificial intelligence consists of decision trees, genetic programming or neural networks.
6. The method according to claim 1, wherein the method comprises producing the result of an action by way of a weight random determination, real world statistics or data crawled from internet.
7. The method according to claim 1, wherein said method further comprises connecting the system network to outside real life actions via internet and allowing the game environment and players to be affected by said actions.
8. The method according to claim 1, wherein the method further comprises providing a graphical user interface allowing the players to create an object structure.
9. The method according to claim 8, wherein said graphical user interface is being executed by a web, computer or mobile phone program.
10. The method according to claim 8, wherein said graphical user interface is an animated interface, an admin panel or a management interface where the players can see the actions they have done, the actions that they can do, the effects, the values of the system variables, and/or the actions that the other players have done to them.
11. The method according to claim 8, wherein said graphical user interface involves a multi-lingual interface to allow players who do not have language skills in a common language to communicate with each other.
12. The method according to claim 1, wherein the player is having a character and said character having attributes selected from the group of health, chance, stress, entertainment and security.
13. The method according to claim 1, wherein the method involves an amount of artificial money indicating the points of the player.
14. The method according to claim 1, wherein the class is a company having methods of investment and advertisement, and attributes of type and budget.
15. The method according to claim 1, wherein the system network is adapted to periodically or randomly create an action including the actions which have been done by a player and affecting the other players; realities in real life that affect the system of the game; and system parameters and random.
16. The method according to claim 1, wherein the method is carried out in a social network or internet site.
17. The method according to claim 1, wherein the method comprises executing programs of bots acting as players, which bots are replaced by an actual player when said player joins the game.
18. The method according to claim 1, wherein the method further comprises the step of verifying the new class, object, method, attribute and/or the action created by the player before they are stored in the databases.
19. The method according to claim 1, wherein the method further comprises the step of calculating the time necessary for carrying out the actions in the game environment such that said time is equal to the real time multiplied by a time scale constant which is a number below 1.
20. A system for providing an interactive and player contributed network game to a plurality of players operating player terminals acting as clients on a system network, the system comprising:
(a) a system network comprising a server in operable communication with the terminals of said players,
(b) a model database and an object database in communication with each other, said model database being also in communication with said system network, the model database comprising a number of classes, methods and attributes, whereas the object database comprises a number objects, sub-items or classes of objects that may be selected by the player in accordance with his envisaged role in the game,
(c) a user database for storing the identity and selections of said player, said user database being in interactive communication with said model database and object database,
(d) a variables database and an action database for storing system variables and actions respectively, said variable and object databases being adapted to enable the player to produce an action selected from the action database and to define the variables associated with said action, and said variables and action databases further being adapted to enable other players involved in the game to produce an effect selected from said action database in response thereto,
(e) a system administrator terminal and/or a contributor terminal in operable communication with said system network, where the system administrator and contributor terminals being authorized and configured to define classes, methods, attributes, objects and/or actions,
(f) a real time action simulator in interactive communication with the system network and one or more of the databases, said simulator creating a periodical, random or event based system action which can be applied to one or more of the players,
wherein said model, object and user databases are configured to be accessible and operable to said players such that the players are allowed to create and introduce a new class, object, method, attribute and/or an action that is different from those previously defined in said databases, said databases further being adapted to store said newly introduced class, object, method, attribute and/or action and to allow other players to have access into this new input of the player; and said real time action simulator being configured to receive any of the new inputs and to produce subsequent system actions based on said new input of the player.
21. The system according to claim 20, wherein said classes, objects, methods, attributes and/or actions are selected as compatible with a real life environment.
22. The system according to claim 20, wherein the system manager comprises a system of artificial intelligence for understanding behaviors of the players and changing the system parameters.
23. The system according to claim 20, wherein the system of artificial intelligence consists of decision trees, genetic programming or neural networks.
24. The system according to claim 20, wherein the system network is being in communication with outside real life actions via internet and allowing game environment and players to be affected by said actions.
25. The system according to claim 20, wherein the server comprises a graphical user interface allowing the players to create an object structure.
26. The system according to claim 25, wherein said graphical user interface is an animated interface, an admin panel or a management interface where the players can see the actions they have done, the actions that they can do, the effects, the values of the system variables, and/or the actions that the other players have done to them.
27. The system according to claim 25, wherein said graphical user interface comprises a multi-lingual interface to allow players who do not have language skills in a common language to communicate with each other.
28. The system according to claim 20, wherein the system is adapted to operate on a social network or internet site.
29. The system according to claim 20, wherein the database comprises programs of bots acting as players, which bots are adapted to be replaced by an actual player when said player joins the game.
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