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Methods and apparatus for solving mathematical problems for entertainmentRelated Patent Categories: Amusement Devices: Games, Board Games, Pieces, Or Boards Therefor, Piece Moves Over Board Having PatternMethods and apparatus for solving mathematical problems for entertainment description/claimsThe Patent Description & Claims data below is from USPTO Patent Application 20060197281, Methods and apparatus for solving mathematical problems for entertainment. Brief Patent Description - Full Patent Description - Patent Application Claims BACKGROUND OF THE INVENTION [0001] The present invention relates to methods and apparatus for solving mathematical problems. In another aspect, the present invention relates to methods and apparatus for solving mathematical problems for entertainment purposes. In still another aspect, the present invention relates to educational and instruction methods and apparatus for teaching and/or learning mathematical concepts. [0002] There are a number of U.S. Patents that relate to mathematics games, the following of which are merely a few. [0003] U.S. Pat. No. 5,033,754, issued Jul. 23, 1991, to Finch, discloses a card game apparatus and method of play, involving the systematic solution of algebraic equations. The apparatus includes an algebraic equation and a set of cards having indicia denoting the mathematical operations of "multiply", "divide", "add X's", "subtract X's", "add constant", and "subtract constant". Players are dealt cards and take turns modifying the equation by performing mathematical operations directed by cards they hold. The person who solves the equation is the winner. Play money may be used to keep score. [0004] U.S. Pat. No. 5,318,447, issued Jun. 7, 1994, to Mooney, discloses an educational game for teaching arithmetic, which includes a game board having a travel route divided into segments, at least one arithmetic problem printed within each of at least some of the segments, several individual game tokens, each token for marking a player's location along the travel route, a chance control device for determining the extent of a single movement of each token, and an answer card providing the solution to the at least one arithmetic problem, and is offered at several levels of difficulty. A method of playing this educational game is provided, where several players take turns, one turn including the steps of a player activating the chance control device and advancing a token along the travel path a number of segments as indicated by the chance control device, offering a solution to any arithmetic problem contained within the segment on which the token comes to rest after being so advanced, comparing the solution to the correct solution appearing on the answer card, keeping the token on the segment if the offered solution matches the solution appearing on the answer card, and moving the token backward at least one segment along the travel route if the offered solution fails to match the solution appearing on the answer card. [0005] U.S. Pat. No. 5,445,390, issued Apr. 29, 1995, to Dutton et al., discloses a mathematical Board Game for a plurality of players, which has a rectangular game board with a plurality of card stations or chambers arranged in a matrix of horizontal and vertical rows. The card chambers include a start card chamber in each corner of the board and a plurality of problem card chambers in a perimeter of the board between the start card chambers. A plurality of answer card chambers on the board are surrounded by the start card chambers and the problem card chambers. A start card is removably placed in each of the start card chambers. A problem card is removably placed in each one the problem card chambers. There is a different mathematical problem on each problem card. An answer card is removably placed in each one the answer card chambers. There is an answer to one of the mathematical problems on each of the answer cards. A plurality of position tokens is removably and selectively placed on the start cards and on the problem cards to assist the players in keeping track of their and other player's moves. A set of dice are thrown and placed on the board to randomly select which player of the plurality of players will move one of the position tokens before another player moves another one of the other position tokens. Each player takes his or her turn in that order until the game is finished. [0006] U.S. Pat. No. 6,308,955, issued Oct. 30, 2001, to Slatter, discloses a mathematical board game for 2 to 8 players, invented primarily for beginners and individuals struggling with the four basic formats of mathematics. The banker is allocated by use of a spinner, players then determine who moves first, by use of this spinner, and in which of the four formats they will play, these are: Subtraction, Multiplication, Addition and Division. Players then move by taking four steps. (1) Taking a question card out of the appropriate question bag; (2) Working out the relevant sum; (3) Looking up the answer on the correlating Answer Value Chart, which converts the answer of the mathematical sum to a given value, which is a number; (4) Moving that number of spaces on the board and receiving that amount of money from the bank. The board's defined numbered travel path is from 1 to 144 spaces. Some spaces are marked with various symbols, which require various actions that affect the players. Players move their playing piece horizontally from left to right, right to left, to a Finish Award they have nominated, which conveniently gives players the choice of a quick, medium or lengthy game. The Answer Value Charts enables the three sections; Sub-Junior, Junior and Senior--players of varying ages and abilities, to play together, with an equal chance of achieving equal values. The winner is the player with the most money on completion, thereby winning by chance not academically. Other known facts incorporated, enable every player to attain the correct answers, while facilitating their personal learning styles. [0007] U.S. Pat. No. 6,554,280, issued Apr. 29, 2003, to Mazzola, discloses an ant game, where a player's knowledge of mathematical relationships are applied, including greater than, less than, odd number or even number relationship, or a combination thereof. The game board has start and end spaces, sequentially disposed game spaces arranged therebetween, an ant cave arranged next to one sequentially disposed game space, an ant tunnel connecting one sequentially disposed game space and another non-adjacent sequentially disposed game space so that a player whose token lands on the first sequentially disposed game space may move across the ant tunnel to a given sequentially disposed game space located on the other side of the ant tunnel, and a move-to-ant-cave indicator on some sequentially disposed game spaces indicating that a player whose token lands thereon is to go to the ant cave. [0008] U.S. Pat. No. 6,648,648, issued Nov. 18, 2003, to O'Connell, discloses an educational game for teaching mathematics, which has a game board with a continuous play path along its edge. Spaces are labeled with a mathematical category and a monetary amount. Each mathematical category has its own deck of cards with questions, answers and explanations. At least one of the spaces of the game board is labeled with the help category. When a player lands on this space they receive a help card, which permits that player to ask another player for help in solving a question. The game is played by moving a marker along the play path. If the marker stops on a space that has a mathematical category the player selects corresponding card. If the player's solution to the question and answer on the card match the player collects play money in the amount printed on the space. If not, play proceeds to the next player and the first player continues to work on the question, giving that player the ability to self-correct. All solutions may be collected as an assignment by a teacher in a classroom setting. The first player to accumulate a specified amount of play money is the winner. SUMMARY OF THE INVENTION [0009] According to one embodiment of the present invention, there is provided a game comprising a game board, a game travel path defined on the game board comprising a number of spaces, a game token moveably placeable on the game travel path, and a move generator associated with the game comprising numbers, mathematical operators, variables, and variable values. [0010] According to another embodiment of the present invention, there is provided a method for moving of a game token along a game travel path the method comprising selecting mathematical expression components from the group consisting of numbers, mathematical operators, variables and variable values, forming the mathematical expression components into a mathematical expression to yield a movement value, and moving the game token along the game travel path according to rules of the game for the movement value [0011] According to even another embodiment of the present invention, there is provided a game having a game environment, a move generator associated with the game comprising numbers, mathematical operators, mathematical operations, variables, and variable values, wherein the move comprises any change in the game environment. [0012] According to still another embodiment of the present invention, there is provided a method for moving of a game token along a game travel path. The method includes selecting mathematical expression components from the group consisting of numbers, mathematical operators, mathematical operations, variables and variable values. The method further includes forming the mathematical expression components into a mathematical expression to yield a movement value. The method even further includes moving the game token along the game travel path according to rules of the game for the movement value. [0013] According to yet another embodiment of the present invention, there is provided a method for producing a move in an entertainment game having a game environment. The method includes selecting mathematical expression components from the group consisting of numbers, mathematical operators, mathematical operations, variables and variable values. The method further includes forming the mathematical expression components into a mathematical expression to yield a movement value. The method even further includes implementing a move corresponding to the movement value to effect the game environment. A further embodiment of this embodiment is provided wherein the move corresponds to changes in the game environment comprising changing position, size, shape, coloration, or pattern of a visual feature, changing pitch, duration, volume, harmony, or pattern of sound, changing pressure, temperature, or texture, changing aroma, noxiousness, intensity, duration, or changing taste, bitterness, sweetness, sourness, acidity, intensity, or duration. An even further embodiment of this embodiment is provided wherein the move corresponds to changes in the game environment comprising creating, eliminating, changing, revealing "hidden" states. A still further embodiment of this embodiment is provided wherein the move corresponds to changes in the game environment comprising providing stimulus to effect mental or emotional state of a game player. BRIEF DESCRIPTION OF THE DRAWINGS [0014] FIG. 1 is an illustration of game board 100 of the present invention, having thereon, a plurality of spaces 119, including go space 101, non-event spaces 103, monetary loss spaces 105, monetary gain spaces 106, workout card spaces 108, and delineated counter spaces 111, all of which collectively define continuous travel path 120, with positive direction defined in the direction of arrows 110, and having thereon, workout card position 116, and variable card position 116. [0015] FIG. 2 is an illustration showing number tiles 125, which have either positive or negative integers thereon, and may include exponents. [0016] FIG. 3 is an illustration showing operation tiles 130 which have printed on them symbols of +, -, .times., or /, for addition, subtraction, multiplication and divisional, respectively. [0017] FIG. 4 is an illustration showing parenthesis tiles 140, which depending upon their orientation are either left or right parenthesis. [0018] FIG. 5 is an illustration showing player tokens 150, each unique and used to represent each player, in travel along travel path 120. [0019] FIG. 6 is an illustration showing variable tiles 160, which in the illustrated embodiment are the variables a, b, x, y, m, and n. [0020] FIG. 7 is an illustration of one variable card 185 from the variable card deck, and it contains a listing of one or all of the variables, and provides possible numbers for the variable. [0021] FIG. 8 is an illustration of a workout card 188 from the workout card deck, containing a mathematical problem to solve and a monetary reward for a correct solution. Continue reading about Methods and apparatus for solving mathematical problems for entertainment... Full patent description for Methods and apparatus for solving mathematical problems for entertainment Brief Patent Description - Full Patent Description - Patent Application Claims Click on the above for other options relating to this Methods and apparatus for solving mathematical problems for entertainment patent application. ### 1. Sign up (takes 30 seconds). 2. Fill in the keywords to be monitored. 3. Each week you receive an email with patent applications related to your keywords. Start now! - Receive info on patent apps like Methods and apparatus for solving mathematical problems for entertainment or other areas of interest. ### Previous Patent Application: Auror cards game Next Patent Application: Game with mementos and destiny index Industry Class: Amusement devices: games ### FreshPatents.com Support Thank you for viewing the Methods and apparatus for solving mathematical problems for entertainment patent info. 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