Patent 11666827
Derivative works
Defensive disclosure: derivative variations of each claim designed to render future incremental improvements obvious or non-novel.
Active provider: Google · gemini-2.5-pro
Derivative works
Defensive disclosure: derivative variations of each claim designed to render future incremental improvements obvious or non-novel.
DEFENSIVE DISCLOSURE AND PRIOR ART DOCUMENT
Publication Date: April 26, 2026
Reference: Defensive Disclosure Regarding Methodologies for Location-Based Virtual Gameplay Interactions, derived from U.S. Patent 11,666,827.
Purpose: This document is published to enter the public domain and establish prior art for the concepts, systems, and methods described herein. The intention is to render obvious any future patent claims that are incremental variations of the described technologies.
Derivative Disclosures Based on U.S. Patent 11,666,827
Axis 1: Material & Component Substitution
Derivative 1.1: Hyper-Precise Proximity-Based Script Actuation using BLE/UWB
- Enabling Description: This method replaces generalized GPS-based location sensing with a high-resolution indoor positioning system. A network of Bluetooth Low Energy (BLE) beacons or Ultra-Wideband (UWB) anchors is deployed in a physical space (e.g., a museum, retail store, or stadium). The game client on a user's computing device continuously scans for these signals and calculates its position with sub-meter accuracy. The "local element script" is associated not with a broad geographic coordinate, but with a specific beacon's unique identifier (UUID) or a calculated proximity zone. When the device enters a geofence defined within 1-2 meters of an anchor, the corresponding script is retrieved from a database and actuated. This allows for triggering game events based on interaction with specific physical objects or exhibits, such as standing in front of a particular painting. The multiplayer effect is that this precise interaction can unlock a clue or a new path for all players in the shared game instance.
sequenceDiagram
participant PlayerDevice
participant BLE_Beacon
participant GameServer
participant OtherPlayers
PlayerDevice->>BLE_Beacon: Scan for signals
BLE_Beacon-->>PlayerDevice: Broadcast UUID
PlayerDevice->>GameServer: Report Proximity to Beacon UUID
alt Location is Unique
GameServer->>GameServer: Retrieve script for Beacon UUID
GameServer->>PlayerDevice: Actuate Local Script (e.g., 'Reveal Clue')
GameServer->>OtherPlayers: Actuate Remote Script (e.g., 'Update Map')
end
Derivative 1.2: Biometric Feedback as a Local Element Source
- Enabling Description: This variation substitutes environmental data with physiological data from the player. The "local element" is sourced from real-time biometric sensors on a player's wearable device (e.g., smartwatch, fitness band). Data streams such as heart rate, heart rate variability (HRV), galvanic skin response (GSR), or blood oxygen levels are fed into the game client. The system correlates this biometric data with the player's location type, determined via traditional GPS (e.g., location is tagged as a "gym," "library," or "park"). A defined biometric threshold being met at a corresponding location (e.g., heart rate > 150 BPM at a "gym" location) triggers a context-specific script. This script modifies the player's character statistics (e.g., a temporary "Adrenaline Rush" strength boost) and can impose a corresponding "Intimidation" fear-based debuff on remote opponents.
flowchart TD
A[Player at Gym Location] --> B{Biometric Wearable};
B --> C[Heart Rate > 150 BPM?];
subgraph PlayerDevice
C -- Yes --> D[Trigger 'Adrenaline Rush' Script];
end
D --> E[Transmit Script Actuation to Server];
subgraph GameServer
E --> F[Apply Strength Buff to Player Character];
E --> G[Apply 'Intimidation' Debuff to Opponent Character];
end
C -- No --> H[Continue Monitoring];
Derivative 1.3: In-Vehicle Infotainment (IVI) System Integration with V2X Data
- Enabling Description: The gameplay method is implemented as an application on an automotive-grade IVI system. The player's "location" and "local element" are derived from the vehicle's own data network (CAN bus) and Vehicle-to-Everything (V2X) communication. Real-time data such as vehicle speed, hard braking events, or traffic congestion warnings received from a V2X roadside unit (RSU) serve as local elements. For instance, receiving a "traffic jam ahead" message from the V2X network while on a specific highway segment triggers a "Haste" script for the player's character, allowing them to complete a timed in-game task faster. Simultaneously, this event modifies the plot node for other players by spawning a virtual "roadblock" on their game map, thematically linked to the real-world traffic jam.
graph LR
subgraph Vehicle
A[V2X Receiver] -- Traffic Data --> B[IVI System Game App];
C[CAN Bus] -- Vehicle Speed --> B;
end
subgraph GameLogic
B -- Local Element: 'Congestion' --> D{Actuate Script?};
D -- Yes --> E[Modify Player Stat: +Haste];
D -- Yes --> F[Modify Opponent Plot: Spawn Roadblock];
end
Axis 2: Operational Parameter Expansion
Derivative 2.1: Nanoscale Drug Delivery Simulation Game
- Enabling Description: The method is scaled down to a microscopic level for simulating biological processes. The "players" are simulated autonomous nanobots, and the "game" is the process of targeted drug delivery within a simulated organ. A nanobot's "location" is its position relative to specific cell structures identified by simulated chemical markers. The "local element" is the real-time metabolic state or pH level of the surrounding tissue, fed into the simulation. When a nanobot reaches a target cell (e.g., a tumor cell) that is exhibiting a specific metabolic signature (the local element), it actuates a "payload release" script. This action modifies its own state and also broadcasts a chemotactic signal that modifies the pathfinding priority ("plot node") of other nearby nanobots, attracting them to the location.
stateDiagram-v2
[*] --> Searching
Searching --> FoundTarget: Detects cell & metabolic signature
FoundTarget --> ReleasingPayload: Actuate script
ReleasingPayload --> [*]: Payload depleted
state FoundTarget {
direction LR
[*] --> UniquenessCheck
UniquenessCheck --> Actuation: Location is unique
Actuation --> BroadcastSignal: Signal other 'players'
BroadcastSignal --> [*]
}
Derivative 2.2: Planetary-Scale Climate Mitigation Simulation
- Enabling Description: The method is scaled up to a global level for a collaborative climate simulation game. Each "player" manages a continental-scale economic and environmental region. The "location" is the player's assigned geographic sector. The "local element" is data derived from real-world climate models or live satellite feeds, such as the formation of an atmospheric river or a significant sea-surface temperature anomaly. The system actuates a "policy implementation" script when a player's region experiences a severe event; for example, a drought triggers a script that provides the player with "water conservation technology" points (a modified statistic). This action also modifies the probability of future rainfall ("plot node") in adjacent player regions, creating a dynamic, interconnected climate model.
erDiagram
PLAYER ||--o{ REGION : Manages
REGION {
string ID
string name
}
REGION ||--|{ LOCAL_ELEMENT : Experiences
LOCAL_ELEMENT {
string type "e.g., Drought"
date timestamp
}
LOCAL_ELEMENT ||--|{ SCRIPT : Triggers
SCRIPT {
string ID
string effect_local "e.g., +Water Tech"
string effect_remote "e.g., Modify Rainfall Probability"
}
Derivative 2.3: Deep-Sea Robotic Exploration Training Simulation
- Enabling Description: This method is applied in a high-pressure, extreme environment for a multi-pilot ROV training simulation. The "location" is a specific mapped point within a deep-sea trench, such as a hydrothermal vent. The "local element" is real-time data from a simulated sensor suite on the primary ROV, including sonar, water temperature, and seismic activity monitors. A sudden temperature spike or seismic tremor exceeding a safety threshold triggers a "system alert" script. This script modifies the primary ROV's state by automatically restricting manipulator arm movement (a "statistic" modification) to prevent damage. Concurrently, it modifies the mission objective ("plot node") for a secondary, support ROV (controlled by another player), re-tasking it to a "rescue" or "assist" waypoint.
sequenceDiagram
participant PrimaryROV
participant SensorSuite
participant SimServer
participant SupportROV
SensorSuite->>PrimaryROV: Real-time seismic data
PrimaryROV->>SimServer: Report seismic spike > threshold
SimServer->>PrimaryROV: Actuate Script: Restrict Manipulators
SimServer->>SupportROV: Actuate Script: Modify Plot Node to 'Assist Mission'
Axis 3: Cross-Domain Application
Derivative 3.1: Aerospace - Dynamic Satellite Constellation Management
- Enabling Description: In this application, "players" are ground controllers or autonomous agents managing individual satellites in a LEO constellation. A satellite's "location" is its current orbital position. The "local element" is a high-priority bandwidth request from a specific ground terminal (e.g., for disaster relief). The uniqueness check ensures only one satellite is primary for the task. The system actuates a "beamforming" script for the designated satellite, modifying its power allocation and antenna direction (character statistics). This also sends a command to adjacent satellites to slightly alter their station-keeping maneuvers (modifying their "plot node") to fill any potential coverage gaps created by the primary's re-tasking.
flowchart TD
A[Ground Terminal: High-Bandwidth Demand] --> B[Constellation Mgmt System];
B --> C{"Select Optimal Satellite (Player 1)"};
C --> D[Actuate Script for Sat 1];
subgraph ScriptEffects
D --> D1[Modify Power/Beam Stat];
D --> D2[Modify Plot Node for Adjacent Sats (Player 2, 3)];
end
Derivative 3.2: AgTech - Coordinated Autonomous Farming
- Enabling Description: The system manages a fleet of autonomous agricultural drones or tractors ("players") in a field. A drone's "location" is the specific partitioned grid-square of the field it is currently in. The "local element" is real-time data from an onboard sensor, such as a multispectral camera detecting crop stress or a sensor identifying a pest infestation. Upon detecting an anomaly, the drone actuates a "treatment" script, changing its operational parameter from "monitoring" to "spraying" (a state/statistic change). This action also broadcasts a message to the fleet management system, which updates the shared field map and modifies the pathfinding algorithm ("plot node") of other drones to create a perimeter around the affected area for preventative treatment.
graph TD
Drone1[Drone 1 at Grid A5] -- Scans --> Anomaly(Pest Infestation Detected);
Anomaly --> ActuateScript{Actuate Treatment Script};
ActuateScript -- Local Effect --> ChangeState[Drone 1: Switch to Spraying Mode];
ActuateScript -- Remote Effect --> UpdateFleet[Fleet Manager: Update Pathfinding for Drone 2 & 3];
Derivative 3.3: FinTech - Coordinated Algorithmic Trading in DeFi
- Enabling Description: "Players" are autonomous trading bots operating in a decentralized finance (DeFi) ecosystem. A bot's "location" is the specific liquidity pool or protocol it is interacting with. The "local element" is a specific on-chain event, like a large slippage trade or the approval of a suspicious smart contract, detected by monitoring the blockchain mempool. The first bot to validly detect this event (uniqueness check) actuates a "risk-off" script. This script immediately modifies its own capital deployment strategy (a "statistic") by withdrawing liquidity. It also executes a secondary transaction that sends a signed message to an on-chain registry, which flags the risky protocol. This flag is read by other affiliated bots, modifying their logic ("plot node") to avoid interacting with that protocol.
sequenceDiagram
participant Mempool
participant TradingBot1
participant DeFi_Protocol
participant OnChainRegistry
participant TradingBot2
Mempool->>TradingBot1: Detects high-risk transaction
TradingBot1->>DeFi_Protocol: Actuate Script: Withdraw Liquidity
TradingBot1->>OnChainRegistry: Actuate Script: Write Risk Flag
OnChainRegistry->>TradingBot2: Reads Risk Flag
TradingBot2->>TradingBot2: Modify Plot Node: Avoid Protocol
Axis 4: Integration with Emerging Tech (AI, IoT, Blockchain)
Derivative 4.1: AI-Generated Scripts from IoT Data with Blockchain Audit Trail
- Enabling Description: This system uses an edge AI model (e.g., a compact Transformer network) on the player's device. The model's input is a vector of real-time data from local IoT sensors (e.g., ambient noise level from the microphone, CO2 level from an air quality sensor, light level from the camera). The AI dynamically generates a novel "local element script" tailored to this specific environmental context, rather than pulling a predefined one from a database. For example, high noise and flashing lights might generate a "Flashbang" script that disorients the player and their opponents. A hash of the IoT input data and the AI-generated script is committed to a blockchain ledger as an immutable record of the event, providing a verifiable audit trail for competitive play.
classDiagram
class PlayerDevice {
+IoT_SensorSuite
+Edge_AI_Model
+generateScript(iotData)
}
class IoT_SensorSuite {
+getAmbientNoise()
+getCO2Level()
}
class Edge_AI_Model {
+script generate(inputVector)
}
class BlockchainLedger {
+recordEvent(eventHash)
}
PlayerDevice --> IoT_SensorSuite : uses
PlayerDevice --> Edge_AI_Model : uses
PlayerDevice --> BlockchainLedger : records on
Derivative 4.2: IoT-Actuated Physical Gameplay with Blockchain Smart Contracts
- Enabling Description: Gameplay transcends the screen and interacts with the physical world. A player's location is detected within a smart environment (e.g., an escape room). The local element is the successful solving of a puzzle. This actuates an in-game script that, in addition to modifying virtual stats, also sends a transaction to a blockchain-based smart contract. This smart contract verifies the player's achievement and then sends a cryptographically signed command over the local network to an IoT device (e.g., a Raspberry Pi controlling a maglock), causing a real door to unlock. An AI model can be used to dynamically alter the difficulty of the puzzles based on real-time player stress levels, measured by a wearable device, to optimize the experience.
sequenceDiagram
participant Player
participant GameApp
participant SmartContract
participant IoT_Lock
Player->>GameApp: Solves Virtual Puzzle
GameApp->>SmartContract: submitUnlockTransaction()
SmartContract->>SmartContract: Verify Achievement
SmartContract-->>IoT_Lock: sendUnlockCommand()
IoT_Lock-->>Player: Physical door unlocks
Derivative 4.3: Decentralized Uniqueness Check via Blockchain Oracle
- Enabling Description: The central server's role in checking location uniqueness is replaced by a decentralized blockchain smart contract. Real-world events (e.g., weather alerts, news headlines) are fed to the blockchain by a trusted AI-powered oracle service, creating the on-chain "local elements." When a player's device, using its IoT sensors (GPS), detects it is at a location matching an on-chain event, it attempts to call a "claimLocation" function in the smart contract. The blockchain's consensus mechanism naturally ensures that only the first valid transaction for a given location-event pair is processed. The successful claim then triggers the script execution function within the same smart contract, which modifies the state of all players' virtual characters (represented as NFTs) according to the script's logic.
graph TD
A[AI Oracle] --"Weather Data"--> B(Blockchain);
subgraph Blockchain
B --"Creates Event"--> C[Smart Contract];
end
D[Player 1 at Location] --> E{Call 'claimLocation()'};
F[Player 2 at Location] --> G{Call 'claimLocation()'};
subgraph Blockchain
C -- First Tx Wins --> E;
C -- Rejects --> G;
end
E -- Success --> H[Actuate Script on-chain];
H --> I[Modify NFT state for all Players];
Axis 5: The "Inverse" or Failure Mode
Derivative 5.1: Graceful Degradation to "Dead Reckoning" Mode
- Enabling Description: This system is designed for operational resilience in the event of GPS or network failure. If the high-precision location service is lost, the game client switches to a "Dead Reckoning" mode. It uses the device's Inertial Measurement Unit (IMU) sensor data (accelerometer, gyroscope) to estimate the player's path from their last known valid location. The system also disables dynamic, real-time script actuation and falls back to loading a pre-cached, low-fidelity "regional script" based on the last known general area (e.g., a generic "downtown" theme). This script only modifies non-critical game elements like ambient audio and cosmetic background visuals, ensuring the core gameplay loop remains stable and functional without the high-fidelity location features.
stateDiagram-v2
state "High-Fidelity Mode" as HiFi
state "Dead Reckoning Mode" as DR
[*] --> HiFi : GPS & Network OK
HiFi --> DR : Lose GPS Signal
DR --> HiFi : Regain GPS Signal
state HiFi {
description Real-time script actuation
}
state DR {
description IMU-based location estimation
description Pre-cached regional scripts
description Cosmetic changes only
}
Derivative 5.2: Failsafe Network Desync as a "Temporal Anomaly" Narrative Feature
- Enabling Description: This method handles multiplayer state inconsistencies caused by network latency or partitions. When a player's client actuates a local script, it packages the intended state changes for other players into a transaction with a hash and a short TTL (Time To Live). It sends this to the server. If the server does not receive acknowledgements from a quorum of other players' clients within the TTL, it rejects the transaction. The triggering player's client then initiates a local rollback of the script's effects. Instead of showing an error, the game client triggers a "Temporal Anomaly" plot node. This in-game event provides a narrative explanation for the failed action (e.g., a "rewind" visual effect), thus converting a technical failure into an immersive gameplay feature.
sequenceDiagram
participant Player1
participant Server
participant Player2
Player1->>Server: Request Script Actuation (Tx1, TTL 500ms)
Server->>Player2: Propagate State Change (for Tx1)
Note right of Player2: Network Latency / Packet Loss
Server-->>Player1: Tx1 Failed (TTL Expired)
Player1->>Player1: Rollback local changes
Player1->>Player1: Trigger 'Temporal Anomaly' plot node
Derivative 5.3: Privacy-Preserving Low-Power Mode using Coarse Location
- Enabling Description: This variation provides a user-selectable mode that prioritizes battery life and data privacy. When enabled, the game is forbidden from accessing the device's high-precision GPS sensor. Instead, it determines a coarse location using lower-power, less-precise methods such as Cell ID triangulation or IP address geolocation. The "local element database" is partitioned, and only generic scripts associated with large geographical areas (e.g., country-level or state-level) are accessible in this mode. For example, the system might trigger a script celebrating a national holiday based on the country derived from the IP address, rather than a script related to a specific street or business. This provides a baseline of location-aware content without revealing the user's precise movements.
flowchart TD
A{Mode Selection} --> B[Privacy Mode];
A --> C[High-Fidelity Mode];
B --> D[Use Cell ID / IP Geolocation];
D --> E[Retrieve Country-Level Script];
E --> F[Actuate Generic Event];
C --> G[Use GPS Sensor];
G --> H[Retrieve Street-Level Script];
H --> I[Actuate Specific Event];
Combination Prior Art Scenarios with Open-Source Standards
1. Combination with W3C Geolocation API & ActivityPub: A browser-based game uses the standard W3C Geolocation API to obtain player coordinates. Upon entering a predefined area, the game client formats a "local element" event (e.g., {"type": "Arrived", "location": "City Park"}) as an ActivityPub Create activity. This activity is posted to a game-specific instance in the Fediverse. Other players' clients, subscribed to this instance via the same protocol, receive this message, which triggers the corresponding script, modifying their game state. The Fediverse instance's native logic for handling and federating content serves as the decentralized mechanism for the uniqueness check.
2. Combination with OpenStreetMap (OSM) & MQTT: A game utilizes real-time data from OpenStreetMap as its source for "local elements." A backend service monitors the OSM Replication Stream for changes within players' geographic vicinities. When a significant feature is updated or added (e.g., a new trail in a park is mapped), the service publishes a message on a specific topic to an MQTT broker. Players' game clients are subscribed to this topic. The MQTT message payload contains the data for the "local element script," which modifies the in-game map and creates a new "discovery" objective for all subscribed players.
3. Combination with Godot Engine & iBeacon: A mobile game built with the open-source Godot Engine incorporates a module to listen for Bluetooth iBeacon advertisements, an open specification for proximity beacons. When the game detects a specific iBeacon UUID/Major/Minor combination associated with a real-world location (e.g., a coffee shop), it triggers a pre-packaged "local element script" within the Godot game logic. This script could grant the player's character a temporary "caffeine" speed boost (statistic modification) and also spawn a temporary, shared "Barista" NPC (plot node modification) for all players in the same game session.
Generated 5/10/2026, 6:46:31 AM