Related Matter


Two robo-dinosaurs fighting. (A modified figure from patent application).

When one toy robot has information about position of another robot, it enables users to play games involving contests in physical world. One of the dinos is trying to grasp the other’s tail. The attacking robot detects enemy’s tail position and correlates it with its own head position. Then attacking robot adjusts its own movements appropriately. The attacked robot identifies head position of the attacker and tries to counter the attack


Bunnies’ Flock is a series of niche products being developed by Toytemic. Little self-propelled toy pets detect each other and interact with each other in a manner of social behavior.


Self-propelled wheeled electro-mechanical toys furry coated. They may look like mice, rabbits, hamsters or alike little creatures (pets). The pets are able to follow one another, make group dancing, keep battle formation etc. For example, when one bunny meets a new one, they start getting acquainted by making a series of ritual motions. They circle around one another, one moment getting closer to each other, another moment getting away from each other…. They may contact one another with their noses as if they sniff one another… When they quarrel they may push one another to its flank trying to turn over the enemy to its side. In other words they imitate behavior in a colony of social animals.


Actually, “Bannies’ Flock” is the first simplified version of “Strategy-on-Carpet”. Every wheeled device/creature is equipped with a set of Toytemic sensors and an onboard processor. The pets “feel’’ each other, i.e. detect mutual position and orientation. No external detectors or computing facilities are necessarily required. Positioning, formation or any other coordinated motions are by the distributed on-board system. The pets, as well has sensors for recognizing user’s manipulations. Any pet “remembers” how it was played by the user and how it interacted with other pets. According to its history and context it may change its behavioral algorithms.


Costs for a complete set of on-board electronics won’t exceed $3-4 for every toy. This make possible to produce interacting pets for $20-30 (depending on the rest components) in retail. For example a set of three interacting chipmunks may be sold in retail for $50. The chipmunks will keep together, sing and dance in a ring, chase one another and recognize their master (user). The user may train them by manipulating thus changing their behavioral algorithms., Business Incubator of the Academy of National Economy, Vernadskogo prospect, 82, 119571, Moscow, Russia, Phone:+7 495 933 81 87