1. An X-Y address type solid state image pickup device comprising:
a plurality of individually addressable unit pixels each comprising an active device for convening a signal charge obtained through photo-electric conversion by a photo-electric conversion device into an electrical signal and outputting said electrical signal, wherein
a wiring layer comprising a plurality of wirings for driving said active devices is provided over one side of a device layer comprising said photo-electric conversion devices, and
incident light is taken into said photo-electric conversion devices from the other side of said device layer;
and wherein an impurity region is formed at a light-receiving-side of said device layer at each active device region.
2. A solid-state image pickup device according to claim 1, wherein said impurity region is a p-type region.
3. An X-Y address type solid-state image pickup device comprising:
a plurality of individually addressable unit pixels each comprising an active device for converting a signal charge obtained through photo-electric conversion by a photo-electric conversion device into an electrical signal and outputting said electrical signal,
wherein a wiring layer comprising a plurality of wirings for driving said active devices is provided a over one side of a device layer comprising said photo-electric conversion devices and incident light is taken into said photo-electric conversion devices from the other side of said device layer,
and wherein a p-type region is formed at a surface portion of said device layer opposite to the light-receiving side at each active device region.
4. A solid state image pickup device comprising:
a plurality of unit pixels comprising an active device for converting a signal charge obtained through photo-electric conversion by a photo-electric conversion device into an electrical signal and outputting said electrical signal, each of said unit pixels being formed as well-regions in a same single substrate, wherein
a wiring layer comprising a plurality of wirings for driving said active devices is provided over one side of a device layer comprising said photo-electric conversion devices, and
incident light is taken into said photo-electric conversion devices from the other side of said device layer;
and wherein an impurity region is formed at a light-receiving-side of said device layer at each active device region.
5. The solid-state imaging device according to claim 4, further comprising a peripheral circuit portion including well regions formed in a peripheral region of said same single substrate.
6. The X-Y address type solid state image pickup device as set forth in claim 1, wherein said wiring layer includes at least a reset transistor wiring, a photo-electric conversion device to floating diffusion transfer transistor wiring, and a vertical signal line read-out transistor wiring.
7. The solid-state imaging device according to claim 4, wherein said wiring layer includes at least a reset transistor wiring, a photo-electric conversion device to floating diffusion transfer transistor wiring, and a vertical signal line read-out transistor wiring.
8. The X-Y address type solid state image pickup device as set forth in claim 6, wherein said wiring layer further includes power and ground wirings.
9. The solid-state imaging device according to claim 7, wherein said wiring layer further includes power and ground wirings.
10. The X-Y address type solid state image pickup device as set forth in claim 1, wherein a second p-type region is formed at a surface portion of said device layer opposite to the light-receiving side at each active device region.
11. The solid-state imaging device according to claim 4, wherein said unit pixels are arranged in a matrix and are individually addressable via said wirings formed in said wiring layer.
12. The X-Y address type solid state image pickup device as set forth in claim 1, wherein
the thickness of said device layer is in the range of 5 to 15 \u03bcm.
13. The solid-state imaging device according to claim 4, wherein the thickness of said device layer is in the range of 5 to 15 \u03bcm.
The claims below are in addition to those above.
All refrences to claim(s) which appear below refer to the numbering after this setence.
1. An electronic Tic Tac Toe game, comprising:
an electronic device with a microprocessor or CPU;
said electronic device capable of presenting a game to be played by one or more players;
said game to be displayed as a three by three grid with nine spaces;
said three by three grid capable of displaying one marker per grid;
said markers typically consisting of an \u201cX\u201d and an \u201cO;\u201d
said markers placed by the players on their alternating successive moves of the game with one of said marker placed on any open grid per player per move;
said electronic device capable of monitoring the successive moves of each player;
said electronic device capable of tracking said markers placed by each player, so that said electronic device will always have a tabulation of the sequential order of each of said markers as placed by each player;
said electronic device to continually evaluate the number of said markers on the grid;
said electronic device to check whether there is a winner of the game each time that there are three or four of the same said markers on the grid;
said electronic device to declare a winner of the game, if said same three or four markers include three of said same markers that are aligned in a straight line on the grid;
said straight line including any one configuration of horizontal, vertical, or diagonal;
and said electronic device capable of removing one of said markers, in any instance where there are four of said same markers displayed on said grid, without three of said same markers being arranged in a straight line such that a winner would have been declared.
2. The electronic tic tac toe game of claim 1, wherein:
said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
3. The electronic tic tac toe game of claim 1, wherein:
said electronic device is capable of being programmed by way of user preference, to always remove either the earliest marker or the second earliest marker or the third earliest marker or the most recent marker placed on the grid by either the X or the O player respectively, in any instance where there are four of said same X or O markers displayed on said grid, without three of said same X or O markers being arranged in a straight line such that a winner would have been declared.
4. The electronic tic tac toe game of claim 3, wherein:
said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
5. The electronic tic tac toe game of claim 1, wherein:
said electronic device is capable of being programmed by way of user preference, to randomly remove either the earliest marker or the second earliest marker or the third earliest marker or the most recent marker placed on the grid by either the X or the O player respectively, in any instance where there are four of said same X or O markers displayed on said grid, without three of said same X or O markers being arranged in a straight line such that a winner would have been declared.
6. The electronic tic tac toe game of claim 5, wherein:
said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
7. The electronic tic tac toe game of claim 1, wherein:
said electronic device is capable of being programmed by way of user preference, to allow either the players themselves or any game observers to select which of the markers will be removed from the grid, in any instance where there are four of said same X or O markers displayed on said grid, without three of said same X or O markers being arranged in a straight line such that a winner would have been declared.
8. The electronic tic tac toe game of claim 7, wherein:
said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
9. The electronic tic tac toe game of claim 1, wherein:
said electronic device is capable of being programmed by way of user preference, to analyze the present configuration of said markers on said grid, and select which of said markers to remove from the grid, such that said electronic device’s selection of which marker to remove will increase the mathematical probability that either Player X or Player O will win that particular game\u2014in any instance where there are four of said same X or O markers displayed on said grid, without three of said same X or O markers being arranged in a straight line such that a winner would have been declared.
10. The electronic tic tac toe game of claim 9, wherein:
said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
11. An electronic Tic Tac Toe game, comprising:
an electronic device with a microprocessor or CPU;
said electronic device capable of presenting a game to be played by a sole player;
said game to be displayed as a three by three grid with nine spaces;
said three by three grid capable of displaying one marker per grid;
said markers typically consisting of an \u201cX\u201d and an \u201cO;\u201dsaid electronic device capable of serving as either Player X or Player O per user preference\u2014so that the game can be played by a sole human player who will be playing against said electronic device;
said markers placed by the players on their alternating successive moves of the game with one of said marker placed on any open grid per player per move, said electronic device capable of monitoring the successive moves of each player;
said electronic device capable of tracking said markers placed by each player, so that said electronic device will always have a tabulation of the sequential order of each of said markers as placed by each player;
said electronic device to continually evaluate the number of said markers on the grid;
said electronic device to check whether there is a winner of the game each time that there are three or four of the same said markers on the grid;
said electronic device to declare a winner of the game, if said same three or four markers include three of said same markers that are aligned in a straight line on the grid;
said straight line including any one configuration of horizontal, vertical, or diagonal;
and said electronic device capable of removing one of said markers, in any instance where there are four of said same markers displayed on said grid, without three of said same markers being arranged in a straight line such that a winner would have been declared.
12. The electronic tic tac toe game of claim 11, wherein:
said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
13. The electronic tic tac toe game of claim 11, wherein:
said electronic device is capable of being programmed by way of user preference, to always remove either the earliest marker or the second earliest marker or the third earliest marker or the most recent marker placed on the grid by either the \u201cX\u201d or the \u201cO\u201d player respectively; in any instance where there are four of said same \u201cX\u201d or \u201cO\u201d markers displayed on said grid, without three of said same \u201cX\u201d or \u201cO\u201d markers being arranged in a straight line such that a winner would have been declared.
14. The electronic tic tac toe game of claim 13, wherein:
said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
15. The electronic tic tac toe game of claim 11, wherein:
said electronic device is capable of being programmed by way of user preference, to randomly remove either the earliest marker or the second earliest marker or the third earliest marker or the most recent marker placed on the grid by either the \u201cX\u201d or the \u201cO\u201d player respectively; in any instance where there are four of said same \u201cX\u201d or \u201cO\u201d markers displayed on said grid, without three of said same \u201cX\u201d or \u201cO\u201d markers being arranged in a straight line such that a winner would have been declared.
16. The electronic tic tac toe game of claim 15, wherein:
said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
17. The electronic tic tac toe game of claim 11, wherein:
said electronic device is capable of being programmed by way of user preference, to allow either the players themselves or any game observers to select which of the markers will be removed from the grid, in any instance where there are four of said same \u201cX\u201d or \u201cO\u201d markers displayed on said grid, without three of said same \u201cX\u201d or \u201cO\u201d markers being arranged in a straight line such that a winner would have been declared.
18. The electronic tic tac toe game of claim 17, wherein:
said electronic device is capable of tracking, archiving and displaying statistical data to the users, including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.
19. The electronic tic tac toe game of claim 11, wherein:
said electronic device is capable of being programmed by way of user preference, to analyze the present configuration of said markers on said grid, and select which of said markers to remove from the grid, such that said electronic device’s selection of which marker to remove will increase the mathematical probability that either Player X or Player O will win that particular game\u2014in any instance where there are four of said same X or O markers displayed on said grid, without three of said same X or O markers being arranged in a straight line such that a winner would have been declared.
20. The electronic tic tac toe game of claim 19, wherein:
said electronic device is capable of tracking, archiving and displaying statistical data to the users including but not limited to: present session and cumulative game winning scores for each of the current players in a two player environment, cumulative game winning scores for groups of previous players or all previous players worldwide, or present session and cumulative game winning scores for all of the current players in an environment where there are more than two players in real time who are playing the game, either at the same location or separate geographic locations.