WO1997043846A1 - Multi-player game system and method - Google Patents

Multi-player game system and method Download PDF

Info

Publication number
WO1997043846A1
WO1997043846A1 PCT/CA1997/000325 CA9700325W WO9743846A1 WO 1997043846 A1 WO1997043846 A1 WO 1997043846A1 CA 9700325 W CA9700325 W CA 9700325W WO 9743846 A1 WO9743846 A1 WO 9743846A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
information
client
bandwidth
computer readable
Prior art date
Application number
PCT/CA1997/000325
Other languages
French (fr)
Inventor
Mark Vange
Alexander Effimov
Michael Kouts
Vladimir Lagutin
David Mckeller
Marc Plumb
Daniel Shields
Glenn Wilson
Original Assignee
Vr-1, Inc.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority to US08/856,442 priority Critical patent/US6050898A/en
Application filed by Vr-1, Inc. filed Critical Vr-1, Inc.
Priority to EP97920470A priority patent/EP0958687A1/en
Priority to CA002254915A priority patent/CA2254915A1/en
Priority to AU26876/97A priority patent/AU2687697A/en
Publication of WO1997043846A1 publication Critical patent/WO1997043846A1/en

Links

Classifications

    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L47/00Traffic control in data switching networks
    • H04L47/10Flow control; Congestion control
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L47/00Traffic control in data switching networks
    • H04L47/10Flow control; Congestion control
    • H04L47/20Traffic policing
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L47/00Traffic control in data switching networks
    • H04L47/10Flow control; Congestion control
    • H04L47/22Traffic shaping
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L47/00Traffic control in data switching networks
    • H04L47/10Flow control; Congestion control
    • H04L47/28Flow control; Congestion control in relation to timing considerations
    • H04L47/283Flow control; Congestion control in relation to timing considerations in response to processing delays, e.g. caused by jitter or round trip time [RTT]
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L9/00Cryptographic mechanisms or cryptographic arrangements for secret or secure communications; Network security protocols
    • H04L9/40Network security protocols
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/534Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/535Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L43/00Arrangements for monitoring or testing data switching networks
    • H04L43/08Monitoring or testing based on specific metrics, e.g. QoS, energy consumption or environmental parameters
    • H04L43/0852Delays
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L43/00Arrangements for monitoring or testing data switching networks
    • H04L43/08Monitoring or testing based on specific metrics, e.g. QoS, energy consumption or environmental parameters
    • H04L43/0876Network utilisation, e.g. volume of load or congestion level
    • H04L43/0894Packet rate
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L65/00Network arrangements, protocols or services for supporting real-time applications in data packet communication
    • H04L65/1066Session management
    • H04L65/1101Session protocols
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L69/00Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
    • H04L69/30Definitions, standards or architectural aspects of layered protocol stacks
    • H04L69/32Architecture of open systems interconnection [OSI] 7-layer type protocol stacks, e.g. the interfaces between the data link level and the physical level
    • H04L69/322Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions
    • H04L69/329Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions in the application layer [OSI layer 7]

Definitions

  • the present invention relates to a system and method of providing an interactive computer-hosted game to multiple players via a communications system.
  • Computer-hosted games are popular and comprise a wide variety of game subject matter ranging from conventional games such as chess to more exotic games such as flight combat simulators. Traditionally, in most of these games the player competed against the computer, which emulated an opponent, or against another player present at the location of the computer, or a combination of both.
  • MUDs are text based games where multiple users interact, but only in small groups. Players are grouped according to the room in which the player is at any time. Only those players in the same room will interact with each other. However, since the game is text based, latency of transmission of information is not a problem for a smooth operation of the game. Further, there is usually a limit on the number of players who may enter a room at any time.
  • a game server for a multi-player game system.
  • the game server comprises: a game driver for executing a multi-player game and generating game information for playing the multi-player game by at least one game client through a telecommunication network, prioritizing means for prioritizing the game information and responsively queuing the game information for transmission to the at least one game client, aperture control means for optimizing the game information for transmission to the at least one game client, and communications means for transmitting the game information through the telecommunication network to the at least one game client and for receiving processed user input through the telecommunication network from the at least one game client and transmitting the processed user input to the game driver.
  • the method comprises the steps of, for each game client: prioritizing game information generated by a game driver executing a multi-player game, queuing the game information in order of priority for transmission to the game client, optimizing transmission of the game information to the game client, transmitting the game information through the telecommunication network to the game client, receiving processed user input through the telecommunication network from the game client and transmitting the processed user input to the game driver, and repeating the steps for playing the multi-player game.
  • an article of manufacture comprising: a computer usable medium having computer readable program code means embodied therein for implementing a multi-player game playable by at least one game client connected through a telecommunications network.
  • the computer readable program code means in the article of manufacture comprises: computer readable program code means for causing the computer to prioritize game information generated by a game driver executing a multi-player game, computer readable program code means for causing the computer to queue the game information in an order of priority for transmission to the at least on game client, computer readable program code means for causing the computer to optimize transmission of the game information to the at least game client, computer readable program code means for causing the computer to transmit the game information through the telecommunication network to the at least one game client, computer readable program code means for causing the computer to receive processed user input through the telecommunication network from the game client and to transmit the processed user input to the game driver.
  • Figure 1 shows a schematic representation of an Internet-based embodiment of the present invention
  • Figure 2 shows a block diagram of a game client for the embodiment of Figure 1 ;
  • Figure 3 shows a block diagram of a server and game driver for the embodiment of Figure 1;
  • Figure 4 shows a block diagram of performance monitoring, aperture control and synchronization functions of the game server shown in Figure 3. 15
  • Game system 10 includes a game driver 14 connected to one or more communications servers 12.
  • Communications server 12 is connected to a
  • telecommunication network 16 which is in turn connected to a plurality of game clients 18 via a distribution system 20.
  • telecommunication network 16 will be a data packet type network, such as an IP based network.
  • network 16 will be a data packet type network, such as an IP based network.
  • 25 16 will generally comprise a variety of relatively high bandwidth point to point telecommunications links 22, the actual number and identity of the links 22 being subject to change, on a packet to packet basis, depending upon packet routing.
  • the dynamic arrangement of these telecommunications links 22 is indicated in Figure 1 by the cloud- shaped block.
  • game system 10 can advantageously employ the Internet as telecommunication network 16, it will be apparent to those of skill in the art that the present invention is not limited to such use. Accordingly, other suitable telecommunication networks, including networks which are not packet-based, as will occur to those of skill in the art, can be employed with the present invention as desired.
  • Distribution system 20 connects game clients 18 to telecommunication network 16 via telecommunications links 24.
  • telecommunication network 16 is the Internet
  • distribution system 20 will be an Internet Service Provider (ISP) or the like and telecommunications links 24 will be dial up telephone links, preferably with data communication rates of at least 9600 baud and higher, with higher rates being preferred.
  • ISP Internet Service Provider
  • distribution system 20 is not limited to a single ISP; multiple ISP's can connect other game clients 18 via separate telecommunications links 24.
  • telecommunications link 24 any other data transmission technique, such as CATV networks, ISDN or distributed fiber optic networks can be used for telecommunications link 24.
  • telecommunications links 24 will be connected to game clients 18 by a suitable data interface for transmitting and receiving data.
  • Each game client 18 can be any computer platform suitable for executing a game and maintaining a telecommunication link and such platforms include IBM PC compatible computer systems, Apple Macintosh computer systems, games computer systems such as a SEGA Saturn games computer, game consoles or set top consoles.
  • each game client 18 can comprise an operating system 100, a communications software 102, an optional client system clock 104 or other means of system synchronization, game client software 106 and a game client API 108 providing a defined interface between communications software 102 and game client software 106.
  • game client 18 includes game playing input and output devices 110 to interact with the game player.
  • Operating system 100 can be any suitable operating system which provides at least a set of basic input and output functions for the hardware platform. If an IBM PC compatible system is selected, operating system 100 can be a GUI-based operating system such as Windows 95 or OS/2 Warp, or an older operating system such as MS-DOS. If an Apple Macintosh is selected, operating system 100 can be Apple's System 7, etc. If a games computer system is selected, such as a SEGA Saturn, Nintendo Ultra or the like, operating system 100 may be rudimentary and/or specifically written to provide necessary system level functions for use as a component of the software of game client 18.
  • Communications software 102 cooperates with operating system 100 and the communications hardware, such as a modem, LAN or WAN, of game client 18 to establish, maintain and utilize telecommunication link 24 to distribution system 20.
  • Communications software 102 operates to receive information from communications server 12, via telecommunication network 16 and telecommunications link 24 and to forward this received information to client software 106 via client API 108.
  • Communications software 102 also operates to receive information from client software 106, via client API 108, and to transmit this processed data to communications server 12 via telecommunications link 24 and network 16.
  • the transmission of data to game client 18 need not occur at the same rate as data is transmitted from game client 18.
  • communications software 102 performs all of the functions necessary to effect the receipt and transmission of data between communications server 12 and game client 18, including performing the necessary steps to construct suitable packets for transmission and/or decode received packets for use by client software 106, including establishing transmission and receipt buffers or analogous means to buffer info ⁇ nation, performing error correction on received packets, providing acknowledgement of packets received and/or re-sending packets, re-ordering packets, etc.
  • a variety of known methods for implementing communications software 102 will be apparent to those of skill in the art and thus will not be further discussed herein.
  • Client software 106 is executed by game client 18 to, at a minium, receive input and provide the output necessary for a computer-hosted game to be played at game client 18.
  • client software 106 can produce a variety of suitable outputs with game playing input and outputs 110 including graphics, text, sounds, etc.
  • client software 106 can accept a variety of game player inputs via game playing inputs and outputs 110 including keyboard, joystick, games controller, mouse input, etc.
  • Client software 106 performs a significant amount of processing of user input received from the game player via game playing input and output 110 and appropriate updating of output. In this manner, raw or processed user input is transmitted back to the game driver 14, limiting the amount of data to be transmitted.
  • client software 106 executing on an IBM PC compatible computer system, can process input received from the game player and produce appropriately updated graphics, status changes, sounds, etc. Specifically, client software 106 will process a user input representing an attitude change for the simulated aircraft through a mathematical model ofthe flight characteristics of the aircraft to determine the changes to the aircraft's resulting flight condition. The graphics displayed to the game player by game playing input/output 110 is then updated to reflect the appropriate changes to the aircraft's cockpit instruments and the view through the canopy. Further, game client software 106 can determine whether another player's shots have hit, and if so, determine whether the player can continue play. Accordingly, client software 106 preferably performs a significant portion ofthe processing required to implement a computer hosted game.
  • client software 106 will be written or modified specifically for each game intended to be played with system 10 and to provide multi-player capabilities through network 16 via client API 108. Further, while in some cases client software 106 may be stored in a non- volatile memory in game client 18, it is contemplated that in many circumstances client software 106 will be transmitted to game client 18, as needed, via network 16.
  • communications server 12 may include one or more game servers 200, a server system clock 202, and a server API 204 through which game server 200 communicates with game driver 14.
  • Game driver 14 includes game software 206 providing the co-ordination and arbitration of events resulting from the play of the game players in a particular multi-player game.
  • Game driver 14 may receive information from game clients 18 to which it is connected via communications server 12. The information is processed by game software 206 to produce an appropriate output which is then transmitted to each affected game client 18. For example, in an interactive air combat type game, game driver 14 may receive information that a player has fired a shot. After processing by game software 206, the output may be that the player has shot down another player at a different game client 18.
  • Game driver 14 may also transmit information of a global nature to each game client 18, such as a transition from day to night occurring in the game.
  • Game driver 14 may be integrated with communications server 12. However, it is contemplated that game driver 14 be separate software of the multi-player game system 10. An advantage of separating the communications server 12 from the game driver 14 is that a variety of different games can be played by using different game drivers simultaneously with a single communications server 12. Additionally, one or more game drivers 14, responsible for a single game, may communicate with multiple communications servers 12 to communicate with a greater number of game clients 18. However, it is apparent to those skilled in the art that when multiple communications servers 12 are used, the multiple communications servers 12 must be synchronized. Synchronization can be through a network time protocol, or independent means associated with the system. Game information, in the form of information packets, is forwarded from game driver 14 through server API 204 to game server 200, for transmission to game clients 18.
  • RV Relevancy Vector
  • the RV is a logical construct which provides an indication of the importance of the information in the information packet relative to other packets intended for the same game client 18.
  • RV's are multidimensional arrays of values that can be examined by game server 200 to evaluate packets against each other to prioritize the packets for transmission.
  • the information packets with the highest RV values are inserted into a queue for transmission to each game client 18 in decreasing order.
  • the RV is then processed by the game software 206 to arbitrate which is to be transmitted first.
  • the creator of the game software 206 must consider the relative importance of information when creating the game software to provide appropriate rules for arbitrating relative importance of information.
  • game driver 204 is continually transmitting some information to each game client 18.
  • This information can be: Location(x, y, z); Heading(x, y, z); Global_Status(Hit, Crashed, Exploding); Local_Status(Firing, Weapons, Burning, Control Surface Movement); etc.
  • An RV for this information packet will include information for each piece of data which is appropriate to characterize it's relevance.
  • the actual values in the RV array can be booleans, numerical values, flags or mixture of these types, as may be appropriate for the type of information they are associated with.
  • the RV can contain the following information:
  • Global Status If any defined event is occurring, is it important?; and Local Status: How important is an event to a particular client? This could, for example, depend upon physical distance for visual effects or the age of the information.
  • telecommunications network 16 can be the Internet or other network.
  • such networks have problems in that the bandwidth available for transmission of a packet from communications server 12 to a game client 18 can change from packet to packet and certainly each time a new telecommunications link 24 is established.
  • the packet protocol employed on the Internet is presently IP which provides for TCP packets and UDP packets. The delivery and delivery order are guaranteed for a TCP packet. In contrast, delivery and/or delivery order of UDP packets is not guaranteed.
  • UDP packets are employed to maximize the useful throughput of telecommunication network 16. Accordingly, client software 106 and game software 206 are constructed with the assumption that telecommunication network 16 is "lossy", i.e. - some packets may not arrive at their intended destination, as is described below in more detail.
  • game server 200 performs a performance monitoring function 300 and a bandwidth aperture function 320, each of which is discussed below with reference to Figure 4.
  • the game server 200 attempts to monitor the available bandwidth of the connection between game server 200 and each respective game client 18. Specifically, at step 302, game server 200 'floods' a connection to a respective game client by transmitting packets at an initial bandwidth predetermined by the capabilities of the transmission network, and varying the transmission speed up or down depending on the capabilities of the connection to a specific game client 18. In a manner somewhat similar to the PING utility of the IP protocol, information relating to the transmission time of these packets is reflected back to game server 200 and recorded. Alternatively, information relating to the transmission time of packets can be assessed on an ongoing basis without flooding the connection.
  • the information reflected back to performance monitoring function 300 at server 200 includes the total round trip transmission time.
  • the packets are of a variety of sizes, rather than a fixed size, to more closely replicate the real world transmission of game data packets which are of variable length.
  • the performance monitoring function 300 increase or decreases the transmission rate and records the transmission time for each packet sent back to game server 200.
  • the performance monitoring feature develops a set of metrics for each connection, including the bandwidth available and, more importantly, how the latency in the connection varies with bandwidth utilization and packet size. These metrics are used in conjunction with the aperture control function 320.
  • the communications bandwidth is maximized to an optimal bandwidth until the predetermined maximum latency is exceeded.
  • the optimal bandwidth is determined by determining a maximum bandwidth at the predetermined maximum latency. If the maximum bandwidth is greater than the initial bandwidth, the initial bandwidth is increased to the maximum bandwidth. If the maximum bandwidth is less than the initial bandwidth, the initial bandwidth is incrementally reduced to the maximum bandwidth. The process is continuously repeated varying the optimal bandwidth. If the maximum bandwidth is outside predetermined limits at any time, the connection is terminated.
  • the predete ⁇ nined maximum latency is set by the author of the game. Certain games can withstand greater latency than others. For instance, chess can have an extended latency whereas air combat games must have a very short latency.
  • Game server 200 continuously monitors each transmission of each information packet and will determine whether the latency is increasing or decreasing. In response, the bandwidth is varied so that the predetermined maximum latency is not exceeded.
  • transmission latency is an important consideration in implementing a multi-player computer hosted game and, specifically, interactions between players which are subject to large latencies are often unacceptable. For example, an unacceptable latency can result in one player in an air combat simulator shooting at another player who avoids the shot because he has moved to another location before the data representing the shot arrives at his game client 18 from game server 200. Accordingly, the present inventors have determined that game server 200 must give consideration to the metrics for both the available bandwidth and the latency characteristics for each connection and these metrics are used to derive a present optimal bandwidth for the connection at step 306. As used herein, the term present optimal bandwidth refers to the bandwidth at which the best transmission bandwidth is obtained for a preselected maximum latency.
  • each of the game clients 18 may experience a different latency with the consequence that different game clients 18 will transmit and receive information at different rates. This is further complicated by the fact that the latency for each game client changes every time a new Internet connection is made.
  • each of the client system clocks 104 and game system clock 202 may be set to different times. Therefore, further associated with each information packet is a time stamp.
  • Communications server 12 time stamps the information packet when it is inserted in the queue and sets an age limit on each information packet. In order that the time stamp associated with each information packet is consistent for each game client 18, the time stamp attached to each information packet is synchronized with the game client's client system clock 104 by synchronization function 350.
  • a client time signal according to the client system clock 104 is sent to the game driver 14 where the signal is received at a certain system time as indicated by the game system clock 202 at step 352.
  • Game driver 14 calculates the difference between the system time and client time at step 354.
  • step 354 When an information packet is being assembled for a specific game client 18, the difference calculated at step 354 is subtracted from the system time to arrive at the synchronized time stamp in step 356.
  • game server 200 implements an aperture control function 320.
  • Aperture control function 320 is used to proactively restrict and optimize the bandwidth of the data leaving commumcations server 200 to the present optimal bandwidth for the connection. Specifically, at step 322, game server 200 examines each x information packet received from game driver 14 to determine its bandwidth requirements.
  • game driver 14 examines the RV associated with each information packet and determines the relevance of each information packet relative to those others intended for the same game client 18.
  • the information packets with the highest relevancy are inserted into a queue in decreasing order.
  • Game server 200 assembles the information packets into one or more data packets and transmits the data packets to game client 18 at step 330.
  • an information packet relates to an aircraft which is firing its weapons, but which is out of range of the aircraft flown by the player at a game client 18, then aperture control function 320 will queue this information packet if the present optimal bandwidth to game client 18 would be exceeded. If the aircraft is flying and there are several other aircraft flying, some nearer than others, then the information packets relating to the nearest aircraft are transmitted first and more frequently to the game client 18.

Abstract

An interactive multi-player computer hosted game employs an unstructured telecommunications link, such as the Internet (16), between a game server (14) and a plurality of game clients (18). A game server (14), associated with a game driver (14), performs a performance monitoring function to determine an optimal bandwidth for each connection to a game client. Each information packet generated by the game driver is prioritized and queued for transmission in order of relevance for the game client. The game server then optimizes the transmission of information packets through the telecommunication network to the game client. Processed user input is received through the telecommunication network from the game client and transmitted to the game driver.

Description

MULTI-PLAYER GAME SYSTEM AND METHOD
Field Of The Invention
The present invention relates to a system and method of providing an interactive computer-hosted game to multiple players via a communications system.
Background Of The Invention
Computer-hosted games are popular and comprise a wide variety of game subject matter ranging from conventional games such as chess to more exotic games such as flight combat simulators. Traditionally, in most of these games the player competed against the computer, which emulated an opponent, or against another player present at the location of the computer, or a combination of both.
More recently, some computer-hosted games have provided features whereby two or more players can play the game, either cooperatively or competitively, via modem-based, local area network based, or Internet based telecommunications links between each player's computer.
While such multi-player games have enjoyed considerable success, they are relatively limited in the number of players which can participate, often allowing no more than a maximum of four players, and require structured telecommunications links between the player's computers in order to function properly. Specifically, either a dial up telephone link or a local area network link must be established between the player's computers so that minimal latency and guaranteed deliverability of information through the telecommunications link is provided. .
Particular examples of Internet-based games include Multi-User Dungeons (MUDs),
AIR WARRIOR, WARBIRDS, SUBSPACE, and MERIDIAN 59. MUDs are text based games where multiple users interact, but only in small groups. Players are grouped according to the room in which the player is at any time. Only those players in the same room will interact with each other. However, since the game is text based, latency of transmission of information is not a problem for a smooth operation of the game. Further, there is usually a limit on the number of players who may enter a room at any time.
In AIR WARRIOR, WARBIRDS, SUBSPACE and MERIDIAN 59, there appears to be no apparent limit on the number of players who may play the game at any given time, nor a means of assessing band width requirements and throughput. While the air space of the game may be logically divided, there is no control over the bandwidth of transmission. All information is transmitted on the assumption that all information will arrive at the intended destination in time. Clearly, the assumption becomes less viable as the number of payers and their level of interaction increases.
Summary Of The Invention
It is an object of the present invention to provide a novel multi-player game system and method which obviates or mitigates at least one of the disadvantages of the prior art.
It is desirable to have a multi-player game system and method which will support a relatively larger number of players and which does not require structured telecommunications links such as dial up telephone links or local area network links.
According to one aspect of the present invention, there is provided a game server for a multi-player game system. The game server comprises: a game driver for executing a multi-player game and generating game information for playing the multi-player game by at least one game client through a telecommunication network, prioritizing means for prioritizing the game information and responsively queuing the game information for transmission to the at least one game client, aperture control means for optimizing the game information for transmission to the at least one game client, and communications means for transmitting the game information through the telecommunication network to the at least one game client and for receiving processed user input through the telecommunication network from the at least one game client and transmitting the processed user input to the game driver.
According to another aspect of the present invention there is provided method of operating a multi-player game system having a game server communicating with a plurality of game clients connected through a telecommunications network. The method comprises the steps of, for each game client: prioritizing game information generated by a game driver executing a multi-player game, queuing the game information in order of priority for transmission to the game client, optimizing transmission of the game information to the game client, transmitting the game information through the telecommunication network to the game client, receiving processed user input through the telecommunication network from the game client and transmitting the processed user input to the game driver, and repeating the steps for playing the multi-player game.
According to another aspect of the invention, there is provided an article of manufacture comprising: a computer usable medium having computer readable program code means embodied therein for implementing a multi-player game playable by at least one game client connected through a telecommunications network. The computer readable program code means in the article of manufacture comprises: computer readable program code means for causing the computer to prioritize game information generated by a game driver executing a multi-player game, computer readable program code means for causing the computer to queue the game information in an order of priority for transmission to the at least on game client, computer readable program code means for causing the computer to optimize transmission of the game information to the at least game client, computer readable program code means for causing the computer to transmit the game information through the telecommunication network to the at least one game client, computer readable program code means for causing the computer to receive processed user input through the telecommunication network from the game client and to transmit the processed user input to the game driver.
5 Brief Description Of The Drawings
Preferred embodiments of the present invention will now be described, by way of example only, with reference to the attached figures, wherein:
Figure 1 shows a schematic representation of an Internet-based embodiment of the present invention; 10 Figure 2 shows a block diagram of a game client for the embodiment of Figure 1 ;
Figure 3 shows a block diagram of a server and game driver for the embodiment of Figure 1; and
Figure 4 shows a block diagram of performance monitoring, aperture control and synchronization functions of the game server shown in Figure 3. 15
Detailed Description Of The Invention
A multi-player game system in accordance with the present invention is indicated generally at 10 in Figure 1. Game system 10 includes a game driver 14 connected to one or more communications servers 12. Communications server 12 is connected to a
20 telecommunication network 16 which is in turn connected to a plurality of game clients 18 via a distribution system 20.
In the embodiment shown in Figure 1, it is contemplated that telecommunication network 16 will be a data packet type network, such as an IP based network. Thus, network
25 16 will generally comprise a variety of relatively high bandwidth point to point telecommunications links 22, the actual number and identity of the links 22 being subject to change, on a packet to packet basis, depending upon packet routing. The dynamic arrangement of these telecommunications links 22 is indicated in Figure 1 by the cloud- shaped block.
30 While it is contemplated that, in particular, game system 10 can advantageously employ the Internet as telecommunication network 16, it will be apparent to those of skill in the art that the present invention is not limited to such use. Accordingly, other suitable telecommunication networks, including networks which are not packet-based, as will occur to those of skill in the art, can be employed with the present invention as desired.
Distribution system 20 connects game clients 18 to telecommunication network 16 via telecommunications links 24. In the case wherein telecommunication network 16 is the Internet, it is contemplated that distribution system 20 will be an Internet Service Provider (ISP) or the like and telecommunications links 24 will be dial up telephone links, preferably with data communication rates of at least 9600 baud and higher, with higher rates being preferred. It is also apparent to those skilled in the art that distribution system 20 is not limited to a single ISP; multiple ISP's can connect other game clients 18 via separate telecommunications links 24.
As will be apparent to those of skill in the art, any other data transmission technique, such as CATV networks, ISDN or distributed fiber optic networks can be used for telecommunications link 24. In any case, it will be understood by those of skill in the art that telecommunications links 24 will be connected to game clients 18 by a suitable data interface for transmitting and receiving data.
Each game client 18 can be any computer platform suitable for executing a game and maintaining a telecommunication link and such platforms include IBM PC compatible computer systems, Apple Macintosh computer systems, games computer systems such as a SEGA Saturn games computer, game consoles or set top consoles.
As shown in Figure 2, each game client 18 can comprise an operating system 100, a communications software 102, an optional client system clock 104 or other means of system synchronization, game client software 106 and a game client API 108 providing a defined interface between communications software 102 and game client software 106. In addition, game client 18 includes game playing input and output devices 110 to interact with the game player.
Operating system 100 can be any suitable operating system which provides at least a set of basic input and output functions for the hardware platform. If an IBM PC compatible system is selected, operating system 100 can be a GUI-based operating system such as Windows 95 or OS/2 Warp, or an older operating system such as MS-DOS. If an Apple Macintosh is selected, operating system 100 can be Apple's System 7, etc. If a games computer system is selected, such as a SEGA Saturn, Nintendo Ultra or the like, operating system 100 may be rudimentary and/or specifically written to provide necessary system level functions for use as a component of the software of game client 18.
Communications software 102 cooperates with operating system 100 and the communications hardware, such as a modem, LAN or WAN, of game client 18 to establish, maintain and utilize telecommunication link 24 to distribution system 20. Communications software 102 operates to receive information from communications server 12, via telecommunication network 16 and telecommunications link 24 and to forward this received information to client software 106 via client API 108. Communications software 102 also operates to receive information from client software 106, via client API 108, and to transmit this processed data to communications server 12 via telecommunications link 24 and network 16. As will be apparent to those of skill in the art, the transmission of data to game client 18 need not occur at the same rate as data is transmitted from game client 18.
In any event, communications software 102 performs all of the functions necessary to effect the receipt and transmission of data between communications server 12 and game client 18, including performing the necessary steps to construct suitable packets for transmission and/or decode received packets for use by client software 106, including establishing transmission and receipt buffers or analogous means to buffer infoπnation, performing error correction on received packets, providing acknowledgement of packets received and/or re-sending packets, re-ordering packets, etc. A variety of known methods for implementing communications software 102 will be apparent to those of skill in the art and thus will not be further discussed herein.
Client software 106 is executed by game client 18 to, at a minium, receive input and provide the output necessary for a computer-hosted game to be played at game client 18. Depending upon the hardware capabilities of game client 18, client software 106 can produce a variety of suitable outputs with game playing input and outputs 110 including graphics, text, sounds, etc. Similarly, client software 106 can accept a variety of game player inputs via game playing inputs and outputs 110 including keyboard, joystick, games controller, mouse input, etc.
Client software 106 performs a significant amount of processing of user input received from the game player via game playing input and output 110 and appropriate updating of output. In this manner, raw or processed user input is transmitted back to the game driver 14, limiting the amount of data to be transmitted.
For example, in a flight simulator air combat-type game, client software 106, executing on an IBM PC compatible computer system, can process input received from the game player and produce appropriately updated graphics, status changes, sounds, etc. Specifically, client software 106 will process a user input representing an attitude change for the simulated aircraft through a mathematical model ofthe flight characteristics of the aircraft to determine the changes to the aircraft's resulting flight condition. The graphics displayed to the game player by game playing input/output 110 is then updated to reflect the appropriate changes to the aircraft's cockpit instruments and the view through the canopy. Further, game client software 106 can determine whether another player's shots have hit, and if so, determine whether the player can continue play. Accordingly, client software 106 preferably performs a significant portion ofthe processing required to implement a computer hosted game.
It is contemplated that client software 106 will be written or modified specifically for each game intended to be played with system 10 and to provide multi-player capabilities through network 16 via client API 108. Further, while in some cases client software 106 may be stored in a non- volatile memory in game client 18, it is contemplated that in many circumstances client software 106 will be transmitted to game client 18, as needed, via network 16.
As shown in Figure 3, communications server 12 may include one or more game servers 200, a server system clock 202, and a server API 204 through which game server 200 communicates with game driver 14.
Game driver 14 includes game software 206 providing the co-ordination and arbitration of events resulting from the play of the game players in a particular multi-player game. Game driver 14 may receive information from game clients 18 to which it is connected via communications server 12. The information is processed by game software 206 to produce an appropriate output which is then transmitted to each affected game client 18. For example, in an interactive air combat type game, game driver 14 may receive information that a player has fired a shot. After processing by game software 206, the output may be that the player has shot down another player at a different game client 18. Game driver 14 may also transmit information of a global nature to each game client 18, such as a transition from day to night occurring in the game.
Game driver 14 may be integrated with communications server 12. However, it is contemplated that game driver 14 be separate software of the multi-player game system 10. An advantage of separating the communications server 12 from the game driver 14 is that a variety of different games can be played by using different game drivers simultaneously with a single communications server 12. Additionally, one or more game drivers 14, responsible for a single game, may communicate with multiple communications servers 12 to communicate with a greater number of game clients 18. However, it is apparent to those skilled in the art that when multiple communications servers 12 are used, the multiple communications servers 12 must be synchronized. Synchronization can be through a network time protocol, or independent means associated with the system. Game information, in the form of information packets, is forwarded from game driver 14 through server API 204 to game server 200, for transmission to game clients 18. Associated with each information packet is a component referred to by the present inventors as a Relevancy Vector (RV). The RV is a logical construct which provides an indication of the importance of the information in the information packet relative to other packets intended for the same game client 18. In the preferred embodiment, RV's are multidimensional arrays of values that can be examined by game server 200 to evaluate packets against each other to prioritize the packets for transmission. The information packets with the highest RV values are inserted into a queue for transmission to each game client 18 in decreasing order. When information packets are received by the game server 200 which have the same level of importance, the RV is then processed by the game software 206 to arbitrate which is to be transmitted first. The creator of the game software 206 must consider the relative importance of information when creating the game software to provide appropriate rules for arbitrating relative importance of information.
For example, in an air combat simulator game, game driver 204 is continually transmitting some information to each game client 18. This information can be: Location(x, y, z); Heading(x, y, z); Global_Status(Hit, Crashed, Exploding); Local_Status(Firing, Weapons, Burning, Control Surface Movement); etc. An RV for this information packet will include information for each piece of data which is appropriate to characterize it's relevance. The actual values in the RV array can be booleans, numerical values, flags or mixture of these types, as may be appropriate for the type of information they are associated with. When information packets have the same integer for the first value, i.e. the same level of importance, the rest of the RV is then processed by the game software 206 to arbitrate which information packet is to be transmitted first.
For example, the RV can contain the following information:
Location: How far away is the sending aircraft from the receiving aircraft? Is the sending aircraft in the field of view of the receiving pilot? Heading: Is the sending aircraft heading towards or away from the receiving aircraft?
If towards, how quickly are they closing? Global Status: If any defined event is occurring, is it important?; and Local Status: How important is an event to a particular client? This could, for example, depend upon physical distance for visual effects or the age of the information.
One of the contemplated advantages of the present invention is that telecommunications network 16 can be the Internet or other network. However, such networks have problems in that the bandwidth available for transmission of a packet from communications server 12 to a game client 18 can change from packet to packet and certainly each time a new telecommunications link 24 is established. Further, depending upon the type of packet protocol employed, it is not always possible to certify delivery of a packet and/or the delivery order of a series of packets. For example, the packet protocol employed on the Internet is presently IP which provides for TCP packets and UDP packets. The delivery and delivery order are guaranteed for a TCP packet. In contrast, delivery and/or delivery order of UDP packets is not guaranteed.
While it is desirable to always employ TCP packets or the like, these typically result in a reduced overall useful throughput in telecommunication network 16 due to the protocol overhead and the bandwidth used to transmit the acknowledgement packets which are sent by the destination to confirm receipt of the packet. Therefore, in the embodiment of the present invention shown in Figure 1 , UDP packets are employed to maximize the useful throughput of telecommunication network 16. Accordingly, client software 106 and game software 206 are constructed with the assumption that telecommunication network 16 is "lossy", i.e. - some packets may not arrive at their intended destination, as is described below in more detail.
To achieve satisfactory performance regardless of the lossy nature of the transmission network, game server 200 performs a performance monitoring function 300 and a bandwidth aperture function 320, each of which is discussed below with reference to Figure 4.
In the performance monitoring function 300, the game server 200 attempts to monitor the available bandwidth of the connection between game server 200 and each respective game client 18. Specifically, at step 302, game server 200 'floods' a connection to a respective game client by transmitting packets at an initial bandwidth predetermined by the capabilities of the transmission network, and varying the transmission speed up or down depending on the capabilities of the connection to a specific game client 18. In a manner somewhat similar to the PING utility of the IP protocol, information relating to the transmission time of these packets is reflected back to game server 200 and recorded. Alternatively, information relating to the transmission time of packets can be assessed on an ongoing basis without flooding the connection.
The information reflected back to performance monitoring function 300 at server 200 includes the total round trip transmission time. However unlike the PING utility, the packets are of a variety of sizes, rather than a fixed size, to more closely replicate the real world transmission of game data packets which are of variable length. The performance monitoring function 300 increase or decreases the transmission rate and records the transmission time for each packet sent back to game server 200.
From the data produced in the above-described latency test, at step 304 the performance monitoring feature develops a set of metrics for each connection, including the bandwidth available and, more importantly, how the latency in the connection varies with bandwidth utilization and packet size. These metrics are used in conjunction with the aperture control function 320. The communications bandwidth is maximized to an optimal bandwidth until the predetermined maximum latency is exceeded.
In general, the optimal bandwidth is determined by determining a maximum bandwidth at the predetermined maximum latency. If the maximum bandwidth is greater than the initial bandwidth, the initial bandwidth is increased to the maximum bandwidth. If the maximum bandwidth is less than the initial bandwidth, the initial bandwidth is incrementally reduced to the maximum bandwidth. The process is continuously repeated varying the optimal bandwidth. If the maximum bandwidth is outside predetermined limits at any time, the connection is terminated. The predeteπnined maximum latency is set by the author of the game. Certain games can withstand greater latency than others. For instance, chess can have an extended latency whereas air combat games must have a very short latency.
It will be understood by those of skill in the art that performance monitoring function
300 will be performed each time a connection is established to a game client 18 and is assessed on an ongoing basis. Game server 200 continuously monitors each transmission of each information packet and will determine whether the latency is increasing or decreasing. In response, the bandwidth is varied so that the predetermined maximum latency is not exceeded.
As will be apparent to those of skill in the art, transmission latency is an important consideration in implementing a multi-player computer hosted game and, specifically, interactions between players which are subject to large latencies are often unacceptable. For example, an unacceptable latency can result in one player in an air combat simulator shooting at another player who avoids the shot because he has moved to another location before the data representing the shot arrives at his game client 18 from game server 200. Accordingly, the present inventors have determined that game server 200 must give consideration to the metrics for both the available bandwidth and the latency characteristics for each connection and these metrics are used to derive a present optimal bandwidth for the connection at step 306. As used herein, the term present optimal bandwidth refers to the bandwidth at which the best transmission bandwidth is obtained for a preselected maximum latency.
As will be apparent to those of skill in the art, each of the game clients 18 may experience a different latency with the consequence that different game clients 18 will transmit and receive information at different rates. This is further complicated by the fact that the latency for each game client changes every time a new Internet connection is made. Moreover, each of the client system clocks 104 and game system clock 202 may be set to different times. Therefore, further associated with each information packet is a time stamp. Communications server 12 time stamps the information packet when it is inserted in the queue and sets an age limit on each information packet. In order that the time stamp associated with each information packet is consistent for each game client 18, the time stamp attached to each information packet is synchronized with the game client's client system clock 104 by synchronization function 350. Each time game client 18 makes a new connection, a client time signal according to the client system clock 104 is sent to the game driver 14 where the signal is received at a certain system time as indicated by the game system clock 202 at step 352. Game driver 14 calculates the difference between the system time and client time at step 354.
When an information packet is being assembled for a specific game client 18, the difference calculated at step 354 is subtracted from the system time to arrive at the synchronized time stamp in step 356.
As mentioned above, game server 200 implements an aperture control function 320.
Aperture control function 320 is used to proactively restrict and optimize the bandwidth of the data leaving commumcations server 200 to the present optimal bandwidth for the connection. Specifically, at step 322, game server 200 examines each x information packet received from game driver 14 to determine its bandwidth requirements.
At step 324, game driver 14 examines the RV associated with each information packet and determines the relevance of each information packet relative to those others intended for the same game client 18. The information packets with the highest relevancy are inserted into a queue in decreasing order.
At step 326, if the time the information packet sits in the queue exceeds its age limit, then the information packet is discarded or deleted. Otherwise, the information packets remain in the queue and could be assembled into larger data packet(s) which will not exceed the present optimal bandwidth at step 328. Game server 200 assembles the information packets into one or more data packets and transmits the data packets to game client 18 at step 330. In the example RV given above, if an information packet relates to an aircraft which is firing its weapons, but which is out of range of the aircraft flown by the player at a game client 18, then aperture control function 320 will queue this information packet if the present optimal bandwidth to game client 18 would be exceeded. If the aircraft is flying and there are several other aircraft flying, some nearer than others, then the information packets relating to the nearest aircraft are transmitted first and more frequently to the game client 18.
The above-described embodiments of the invention are intended to be examples of the present invention and alterations and modifications may be effected thereto, by those of skill in the art, without departing from the scope of the invention.

Claims

We claim:
1. A game server for a multi-player game system, said game server comprising: a game driver for executing a multi-player game and generating game information for playing said multi-player game by at least one game client through a telecommunication network, prioritizing means for prioritizing said game information and responsively queuing said game information for transmission to said at least one game client, aperture control means for optimizing said game information for transmission to said at least one game client, and communications means for transmitting said game information through said telecommunication network to said at least one game client and for receiving processed user input through said telecommunication network from said at least one game client and transmitting said processed user input to said game driver.
2. A game server as claimed in claim 1 wherein said aperture control means comprises monitoring means for deteirnining an optimal bandwidth of a connection through said telecommunications network to said at least one game client; and limit means for limiting a bandwidth for transmission of said game information to said optimal bandwidth.
3. A game server as claimed in claim 2 wherein said monitoring means comprises means for flooding said connection with information to determine a latency characteristic of said connection; means for developing a set of metrics for said connection responsive to said latency characteristic; and means for assessing said set of metrics and responsively determining said optimal bandwidth.
4. A game server as claimed in claim 3 wherein said game information is generated in information packets, and said prioritizing means assesses each information packet, produces an array of values indicative of a relevance relative to other information packets for said at least one game client and assess the array for queuing each information packet in order of highest relevance first.
5. A game server as claimed in claim 4 wherein said game server has means for receiving a time signal from said at least one game client when said at least one game client connects with said game server through said network and determining a difference between a game server time and time of said at least one game client, and synchronization means for applying said difference to each information packet.
6. A game server as claimed in claim 5 wherein said prioritizing means has means for setting an age limit for each information packet to remain in said queue, and means for discarding each information packet from the queue if said age limit is exceeded.
7. A game server as claimed in claim 6 wherein said game server has a plurality of game drivers.
8. A game server as claimed in claim 6 wherein said game driver generates game information for playing said multi-player game by at least two game clients through a telecommunication network, and said prioritizing means prioritizes said game information and responsively queues said game information for each of said at least two game clients, and said aperture control means optimizes said game information for transmission for each of said at least two game clients.
9. A method of operating a multi-player game system having a game server communicating with a plurality of game clients connected through a telecommunications network comprising the steps of, for each game client: prioritizing game information generated by a game driver executing a multi-player game, queuing said game information in order of priority for transmission to the game client, optimizing transmission of said game information to the game client, transmitting said game information through said telecommunication network to the 5 game client, receiving processed user input through said telecommunication network from the game client and transmitting said processed user input to said game driver, and repeating the steps for playing the multi-player game.
10 10. A method as claimed in claim 9 wherein said step of optimizing comprises the steps of deterrnining an optimal bandwidth of a connection through said telecommunications network to said game client; and limiting a bandwidth for transmission of said game information to said optimal 15 bandwidth.
11. A method as claimed in claim 10 wherein said step of determining an optimal bandwidth comprises the steps of: flooding said connection with information at an initial bandwidth to determine a 20 latency characteristic of said connection; developing a set of metrics for said connection responsive to said latency characteristic; and assessing said set of metrics and responsively determining a maximum bandwidth at a preselected maximum latency, and if the initial bandwidth is less than the maximum 25 bandwidth, increasing the initial bandwidth to said maximum bandwidth, and if said initial bandwidth is greater than said maximum bandwidth incrementally reducing the initial bandwidth to said maximum bandwidth and if the maximum bandwidth is outside predetermined limits, terminating the connection.
12. A method as claimed in claim 11 wherein said step of determining an optimal bandwidth is repeated each time a new game client is connected to the game server through the telecommunications network.
5 13. A method as claimed in claim 12 wherein said game information is generated in information packets, and said step of prioritizing comprises the steps of assessing each information packet for its relevance relative to other information packets for said game client, and queuing each information packet in order of highest relevance first.
10 14. A method as claimed in claim 13 wherein said method further includes the steps of receiving a time signal from the game client when said game client connects with said game server through said network; determining a difference between a game server time and time of said game client, and 15 applying said difference to each information packet.
15. A method as claimed in claim 14 wherein said step of claim 14 is conducted on an ongoing basis.
20 16. A method as claimed in claim 14 wherein said step of prioritizing includes the steps of setting an age limit for each information packet to remain in said queue, and discarding each information packet from the queue if said age limit is exceeded.
25 17. An article of manufacture comprising: a computer usable medium having computer readable program code means embodied therein for implementing a multi-player game playable by at least one game client connected through a telecommunications network, the computer readable program code means in said article of manufacture comprising: 30 computer readable program code means for causing the computer to prioritize game information generated by a game driver executing a multi-player game, computer readable program code means for causing the computer to queue said game information in an order of priority for transmission to the at least on game client, computer readable program code means for causing the computer to optimize transmission of said game information to the at least game client, computer readable program code means for causing the computer to transmit said game information through said telecommunication network to the at least one game client, computer readable program code means for causing the computer to receive processed user input through said telecommunication network from the game client and to transmit said processed user input to said game driver.
18. The article of manufacture as claimed in claim 17 wherein said computer readable program code means for causing the computer to prioritize game information generated by a game driver executing a multi-player game includes computer readable program code means for assessing information packets of said game information, for producing an array of values indicative of a relevance relative to other information packets for said game client and for assessing the array for queuing each information packet in order of highest relevance first.
19. The article of manufacture as claimed in claim 18 wherein said computer readable program code means to optimize transmission of said game information to the at least one game client, includes computer readable code means for flooding said connection with information to determine a latency of said connection; computer readable code means for developing a set of metrics for said connection responsive to said latency; and computer readable code means for assessing said set of metrics and responsively deteπmning a maximum bandwidth at a preselected maximum latency, and for increasing an initial bandwidth to said maximum bandwidth if the initial bandwidth is less than the maximum bandwidth, and incrementally reducing the initial bandwidth to said maximum bandwidth if said initial bandwidth is greater than said maximum bandwidth and terminating the connection if the maximum bandwidth is outside predetermined limits.
20. The article of manufacture as claimed in claim 19 wherein said computer readable program code means for optimizing transmission of said game information to the at least one game client, further includes computer readable code means for receiving a time signal from the game client; 5 computer readable code means for determining a difference between a game server time and time of said game client, and computer readable code means for applying said difference to each information packet.
10 21. The article of manufacture as claimed in claim 20 wherein said computer readable program code means for optimizing transmission of said game information to the at least one game client, further includes computer readable code means for causing the said computer readable program code means for optimizing transmission of said game information to the at least one game client,
15 to optimize on an ongoing basis.
22. The article of manufacture as claimed in claim 19 wherein said computer readable program code means for causing the computer to prioritize game information generated by a game driver executing a multi-player game further comprises, 20 computer readable code means for setting an age limit for each information packet to remain in said queue, and computer readable code means for discarding each information packet from the queue if said age limit is exceeded.
PCT/CA1997/000325 1996-05-15 1997-05-15 Multi-player game system and method WO1997043846A1 (en)

Priority Applications (4)

Application Number Priority Date Filing Date Title
US08/856,442 US6050898A (en) 1996-05-15 1997-05-14 Initiating and scaling massive concurrent data transaction
EP97920470A EP0958687A1 (en) 1996-05-15 1997-05-15 Multi-player game system and method
CA002254915A CA2254915A1 (en) 1996-05-15 1997-05-15 Multi-player game system and method
AU26876/97A AU2687697A (en) 1996-05-15 1997-05-15 Multi-player game system and method

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US1776896P 1996-05-15 1996-05-15
US60/017,768 1996-05-15

Publications (1)

Publication Number Publication Date
WO1997043846A1 true WO1997043846A1 (en) 1997-11-20

Family

ID=29547674

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CA1997/000325 WO1997043846A1 (en) 1996-05-15 1997-05-15 Multi-player game system and method

Country Status (5)

Country Link
US (2) US6050898A (en)
EP (1) EP0958687A1 (en)
AU (1) AU2687697A (en)
CA (1) CA2254915A1 (en)
WO (1) WO1997043846A1 (en)

Cited By (11)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
ES2143432A1 (en) * 1998-10-31 2000-05-01 Hernandez David Moya Local area network computer multiplayer game system
WO2000062506A1 (en) * 1999-03-31 2000-10-19 British Telecommunications Public Limited Company Packet messaging method and apparatus
EP1086731A2 (en) * 1999-09-14 2001-03-28 Sega Enterprises, Ltd. Data processing method
WO2001065358A2 (en) * 2000-02-17 2001-09-07 Acclim Entertainment, Inc. Multi-player computer game system and method
WO2001075545A2 (en) * 2000-04-04 2001-10-11 Gamewiz Corporation Methods and systems for game broadcasting on the internet
WO2002037790A2 (en) * 2000-11-01 2002-05-10 Eyeball Networks Inc. Method and apparatus for improving interactive animation over a computer network
US6409602B1 (en) 1998-11-06 2002-06-25 New Millenium Gaming Limited Slim terminal gaming system
WO2002054700A2 (en) * 2001-01-08 2002-07-11 Siemens Aktiengesellschaft Method for the packet-oriented transmission of data between an application and a transport layer
GB2373882A (en) * 2001-03-27 2002-10-02 Proksim Software Inc Managing data update frequency across a distributed computer-generated environment
EP1207944A4 (en) * 1999-08-13 2005-03-16 Actv Inc System and method for interactive game-play scheduled based on real-life events
WO2016150331A1 (en) * 2015-03-25 2016-09-29 腾讯科技(深圳)有限公司 Method and device for operating game client

Families Citing this family (112)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6631247B1 (en) * 1999-09-29 2003-10-07 Ricoh Co., Ltd. Method and system for remote diagnostic, control and information collection based on various communication modes for sending messages to a resource manager
US8352400B2 (en) 1991-12-23 2013-01-08 Hoffberg Steven M Adaptive pattern recognition based controller apparatus and method and human-factored interface therefore
US7895076B2 (en) 1995-06-30 2011-02-22 Sony Computer Entertainment Inc. Advertisement insertion, profiling, impression, and feedback
US8574074B2 (en) 2005-09-30 2013-11-05 Sony Computer Entertainment America Llc Advertising impression determination
WO1997035258A1 (en) * 1996-03-21 1997-09-25 Mpath Interactive, Inc. Network match maker for selecting clients based on attributes of servers and communication links
US6647257B2 (en) 1998-01-21 2003-11-11 Leap Wireless International, Inc. System and method for providing targeted messages based on wireless mobile location
JPH11267361A (en) * 1998-03-20 1999-10-05 Bandai Co Ltd Semi-real-time simulation type video game device
US6728263B2 (en) * 1998-08-18 2004-04-27 Microsoft Corporation Dynamic sizing of data packets
US6625813B1 (en) * 1999-01-12 2003-09-23 Sony Corporation Digital television broadcast architecture for massively multi-user application
US20030060211A1 (en) 1999-01-26 2003-03-27 Vincent Chern Location-based information retrieval system for wireless communication device
US7966078B2 (en) 1999-02-01 2011-06-21 Steven Hoffberg Network media appliance system and method
US6763371B1 (en) * 1999-05-10 2004-07-13 Telefonaktiebolaget Lm Ericsson (Publ) Method and apparatus for collaborative communication in a communication network
US7103846B1 (en) 1999-06-02 2006-09-05 International Business Machines Corporation Collaborative application with indicator of concurrent users
WO2000073919A1 (en) * 1999-06-02 2000-12-07 International Business Machines Corporation Visual indicator of network user status based on user indicator
US7143356B1 (en) 1999-06-02 2006-11-28 International Business Machines Corporation Communication link system based on user indicator
US7100116B1 (en) 1999-06-02 2006-08-29 International Business Machines Corporation Visual indicator of network user status based on user indicator
US6524189B1 (en) * 1999-07-09 2003-02-25 Nokia Corporation Multi-player game system using mobile telephone and game unit
US6893347B1 (en) * 1999-07-09 2005-05-17 Nokia Corporation Method and apparatus for playing games between the clients of entities at different locations
WO2007130681A2 (en) 2006-05-05 2007-11-15 Sony Computer Entertainment America Inc. Advertisement rotation
US20020010000A1 (en) * 2000-01-25 2002-01-24 Vincent Chern Knowledge-based information retrieval system and method for wireless communication device
AU2001236936A1 (en) * 2000-02-11 2001-08-20 Kevin I. Robertson System and method for integrating virtual representation of a real event with a remote participant
SE0000533D0 (en) * 2000-02-18 2000-02-18 Ericsson Telefon Ab L M Static cache
US7330883B1 (en) 2000-03-15 2008-02-12 Cricket Communications, Inc. System and method for sending local information from a wireless browser to a web server
US6609005B1 (en) 2000-03-28 2003-08-19 Leap Wireless International, Inc. System and method for displaying the location of a wireless communications device wiring a universal resource locator
US6456854B1 (en) 2000-05-08 2002-09-24 Leap Wireless International System and method for locating and tracking mobile telephone devices via the internet
AU2001261721A1 (en) * 2000-05-19 2001-12-03 Leap Wireless International, Inc. Computer network page advertising method
KR20020002850A (en) * 2000-06-30 2002-01-10 구자홍 Game network system using an internet and operating method thereof
JP3646983B2 (en) * 2000-10-19 2005-05-11 株式会社ソニー・コンピュータエンタテインメント WAIT ORDER DISPLAY METHOD, WAIT ORDER DISPLAY METHOD PROGRAM, RECORDING MEDIUM CONTAINING WAIT ORDER DISPLAY METHOD PROGRAM, AND CONTENT DISTRIBUTION SYSTEM
US6813497B2 (en) 2000-10-20 2004-11-02 Leap Wirelesss International Method for providing wireless communication services and network and system for delivering same
US6959183B2 (en) 2000-10-20 2005-10-25 Leap Wireless International, Inc. Operations method for providing wireless communication services and network and system for delivering same
JP3607952B2 (en) * 2000-11-17 2005-01-05 株式会社スクウェア・エニックス Chat room opening method and chat room opening device
US7574493B2 (en) 2000-11-22 2009-08-11 Cricket Communications, Inc. Method and system for improving the efficiency of state information transfer over a wireless communications network
US6947761B2 (en) * 2000-11-22 2005-09-20 Leap Wireless International Inc. Method and system for improving the efficiency of state information transfer over a wireless communications network
US6874029B2 (en) * 2000-11-22 2005-03-29 Leap Wireless International, Inc. Method and system for mediating interactive services over a wireless communications network
US20020083461A1 (en) * 2000-11-22 2002-06-27 Hutcheson Stewart Douglas Method and system for providing interactive services over a wireless communications network
US20020065097A1 (en) * 2000-11-30 2002-05-30 Brockenbrough Allan E. System for arranging interactive games between players via multimode communication devices
US6795858B1 (en) * 2000-12-29 2004-09-21 Cisco Technology, Inc. Method and apparatus for metric based server selection
US8458754B2 (en) 2001-01-22 2013-06-04 Sony Computer Entertainment Inc. Method and system for providing instant start multimedia content
US8751310B2 (en) 2005-09-30 2014-06-10 Sony Computer Entertainment America Llc Monitoring advertisement impressions
US7904516B2 (en) 2001-06-18 2011-03-08 Leap Wireless International, Inc. Voice attachment to an email using a wireless communication device
US7035653B2 (en) 2001-04-13 2006-04-25 Leap Wireless International, Inc. Method and system to facilitate interaction between and content delivery to users of a wireless communications network
US7551560B1 (en) * 2001-04-30 2009-06-23 Opnet Technologies, Inc. Method of reducing packet loss by resonance identification in communication networks
US20020174248A1 (en) * 2001-05-16 2002-11-21 Motorola, Inc. Method and system for communicating chat and game messages in a wireless network
US7010758B2 (en) * 2001-05-21 2006-03-07 Leap Wireless International, Inc. Dynamically defined context sensitive jump menu
US6751454B2 (en) 2001-05-29 2004-06-15 Leap Wireless International, Inc. System and method for sampling audio recordings on a wireless communication device
US20030008712A1 (en) * 2001-06-04 2003-01-09 Playnet, Inc. System and method for distributing a multi-client game/application over a communications network
US20030037149A1 (en) * 2001-08-07 2003-02-20 Hess Lawrence D. Distributed and fault tolerant server system and method
JP4169502B2 (en) * 2001-10-11 2008-10-22 株式会社セガ Image display method, image generation apparatus, and program
JP3998466B2 (en) * 2001-12-13 2007-10-24 株式会社スクウェア・エニックス Network game system and network game processing method
JP2003181146A (en) * 2001-12-14 2003-07-02 Square Co Ltd Network game system, game server system, client system, network game processing method, program, and recording medium
GB2386501B (en) * 2002-03-14 2005-03-16 Manuel Oliveira Network performance indicators
US7867092B2 (en) * 2002-04-08 2011-01-11 Igt Gaming apparatus with an optical wireless system
US7711847B2 (en) * 2002-04-26 2010-05-04 Sony Computer Entertainment America Inc. Managing users in a multi-user network game environment
US20030217135A1 (en) 2002-05-17 2003-11-20 Masayuki Chatani Dynamic player management
US20040015591A1 (en) * 2002-07-18 2004-01-22 Wang Frank Xiao-Dong Collective TCP control for improved wireless network performance
US8131802B2 (en) 2007-10-05 2012-03-06 Sony Computer Entertainment America Llc Systems and methods for seamless host migration
US8560707B2 (en) * 2007-10-05 2013-10-15 Sony Computer Entertainment America Llc Seamless host migration based on NAT type
CN100386999C (en) * 2003-07-23 2008-05-07 华为技术有限公司 Method for monitoring user connection state
GB0322045D0 (en) * 2003-09-20 2003-10-22 Koninkl Philips Electronics Nv A network-based gaming system
CN1319322C (en) * 2004-04-24 2007-05-30 华为技术有限公司 A system and method for providing game service in communication network
US20050278642A1 (en) * 2004-06-10 2005-12-15 Chang Nelson L A Method and system for controlling a collaborative computing environment
US8763157B2 (en) 2004-08-23 2014-06-24 Sony Computer Entertainment America Llc Statutory license restricted digital media playback on portable devices
US9697673B2 (en) * 2004-11-12 2017-07-04 Henrik Kniberg Gaming interruption and reconnection management
AU2005305408A1 (en) * 2004-11-12 2006-05-18 Acei Ab Gaming system
US20060135259A1 (en) * 2004-12-17 2006-06-22 Nokia Corporation System, game server, terminal, and method for game event notification in a multiplayer game
US7680038B1 (en) 2005-04-25 2010-03-16 Electronic Arts, Inc. Dynamic bandwidth detection and response for online games
US8626584B2 (en) 2005-09-30 2014-01-07 Sony Computer Entertainment America Llc Population of an advertisement reference list
US20070094325A1 (en) * 2005-10-21 2007-04-26 Nucleoid Corp. Hybrid peer-to-peer data communication and management
US8676900B2 (en) 2005-10-25 2014-03-18 Sony Computer Entertainment America Llc Asynchronous advertising placement based on metadata
US10657538B2 (en) 2005-10-25 2020-05-19 Sony Interactive Entertainment LLC Resolution of advertising rules
US20070118425A1 (en) 2005-10-25 2007-05-24 Podbridge, Inc. User device agent for asynchronous advertising in time and space shifted media network
US11004089B2 (en) 2005-10-25 2021-05-11 Sony Interactive Entertainment LLC Associating media content files with advertisements
US8805675B2 (en) * 2005-11-07 2014-08-12 Sap Ag Representing a computer system state to a user
US7840451B2 (en) * 2005-11-07 2010-11-23 Sap Ag Identifying the most relevant computer system state information
US7979295B2 (en) * 2005-12-02 2011-07-12 Sap Ag Supporting user interaction with a computer system
US7676489B2 (en) * 2005-12-06 2010-03-09 Sap Ag Providing natural-language interface to repository
US8888592B1 (en) 2009-06-01 2014-11-18 Sony Computer Entertainment America Llc Voice overlay
AU2007254605B2 (en) * 2007-01-29 2009-11-05 Videobet Interactive Sweden AB A gaming system and a method of managing bandwidth usage in a gaming network
US7962751B2 (en) * 2007-02-26 2011-06-14 Arthur Frederick Dudley Method for portability of information between multiple servers
WO2008119065A1 (en) * 2007-03-28 2008-10-02 Ntn Buzztime, Inc. Mobile device used as controller in interactive gaming environment
US9483405B2 (en) 2007-09-20 2016-11-01 Sony Interactive Entertainment Inc. Simplified run-time program translation for emulating complex processor pipelines
JP4268992B2 (en) * 2007-09-28 2009-05-27 株式会社コナミデジタルエンタテインメント Game system and server
US8416247B2 (en) 2007-10-09 2013-04-09 Sony Computer Entertaiment America Inc. Increasing the number of advertising impressions in an interactive environment
EP2056265A3 (en) * 2007-11-05 2010-04-21 Acei Ab A gaming system and a method of managing bandwidth usage in a gaming system
US8147339B1 (en) 2007-12-15 2012-04-03 Gaikai Inc. Systems and methods of serving game video
US9211473B2 (en) * 2008-12-15 2015-12-15 Sony Computer Entertainment America Llc Program mode transition
US8968087B1 (en) 2009-06-01 2015-03-03 Sony Computer Entertainment America Llc Video game overlay
US8613673B2 (en) 2008-12-15 2013-12-24 Sony Computer Entertainment America Llc Intelligent game loading
US8769558B2 (en) 2008-02-12 2014-07-01 Sony Computer Entertainment America Llc Discovery and analytics for episodic downloaded media
US20100016081A1 (en) * 2008-03-20 2010-01-21 Gdi Game Domain International Plc Game server
US20090325709A1 (en) * 2008-06-26 2009-12-31 Microsoft Corporation Game Clan Matchmaking
CN101325559B (en) * 2008-07-28 2010-08-18 腾讯科技(深圳)有限公司 Method for commending game room, system and game server
US8926435B2 (en) 2008-12-15 2015-01-06 Sony Computer Entertainment America Llc Dual-mode program execution
US9586139B2 (en) * 2009-03-03 2017-03-07 Mobilitie, Llc System and method for game play in a dynamic communication network
AU2010202024A1 (en) * 2009-05-22 2010-12-09 Aristocrat Technologies Australia Pty Limited A gaming system
US20100306825A1 (en) 2009-05-27 2010-12-02 Lucid Ventures, Inc. System and method for facilitating user interaction with a simulated object associated with a physical location
US8303387B2 (en) * 2009-05-27 2012-11-06 Zambala Lllp System and method of simulated objects and applications thereof
US8506402B2 (en) * 2009-06-01 2013-08-13 Sony Computer Entertainment America Llc Game execution environments
US8763090B2 (en) 2009-08-11 2014-06-24 Sony Computer Entertainment America Llc Management of ancillary content delivery and presentation
US8433759B2 (en) 2010-05-24 2013-04-30 Sony Computer Entertainment America Llc Direction-conscious information sharing
US8676591B1 (en) 2010-08-02 2014-03-18 Sony Computer Entertainment America Llc Audio deceleration
KR20170129297A (en) 2010-09-13 2017-11-24 소니 인터랙티브 엔터테인먼트 아메리카 엘엘씨 A game server
KR102126910B1 (en) 2010-09-13 2020-06-25 소니 인터랙티브 엔터테인먼트 아메리카 엘엘씨 Add-on Management
US8849990B2 (en) * 2011-02-03 2014-09-30 Disney Enterprises, Inc. Optimized video streaming to client devices
US20130293580A1 (en) 2012-05-01 2013-11-07 Zambala Lllp System and method for selecting targets in an augmented reality environment
US9017170B2 (en) * 2012-05-23 2015-04-28 King.Com Limited Method and apparatus for interactive gameplay across multiple computing platforms
GB2507484A (en) 2012-10-30 2014-05-07 Ibm Limiting the number of concurrent requests in a database system
US10846779B2 (en) 2016-11-23 2020-11-24 Sony Interactive Entertainment LLC Custom product categorization of digital media content
US10860987B2 (en) 2016-12-19 2020-12-08 Sony Interactive Entertainment LLC Personalized calendar for digital media content-related events
US10931991B2 (en) 2018-01-04 2021-02-23 Sony Interactive Entertainment LLC Methods and systems for selectively skipping through media content
US10765952B2 (en) 2018-09-21 2020-09-08 Sony Interactive Entertainment LLC System-level multiplayer matchmaking
US10695671B2 (en) 2018-09-28 2020-06-30 Sony Interactive Entertainment LLC Establishing and managing multiplayer sessions

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO1993023125A1 (en) * 1992-05-14 1993-11-25 Codemasters Limited Connecting computer games via a communication network
WO1995008793A1 (en) * 1993-09-23 1995-03-30 Virtual Universe Corporation Virtual reality network

Family Cites Families (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5050161A (en) * 1989-12-04 1991-09-17 Bell Communications Research, Inc. Congestion management based on multiple framing strategy
CA2095755C (en) * 1992-08-17 1999-01-26 Mark J. Baugher Network priority management
ZA943336B (en) * 1993-05-19 1995-08-11 Menashe Julian Interactive computerised gaming system with remote terminals
US5586257A (en) * 1994-05-05 1996-12-17 Perlman; Stephen G. Network architecture to support multiple site real-time video games
US5790753A (en) * 1996-01-22 1998-08-04 Digital Equipment Corporation System for downloading computer software programs
US5820463A (en) * 1996-02-06 1998-10-13 Bell Atlantic Network Services, Inc. Method and apparatus for multi-player gaming over a network
WO1997035258A1 (en) * 1996-03-21 1997-09-25 Mpath Interactive, Inc. Network match maker for selecting clients based on attributes of servers and communication links
US5841980A (en) * 1996-05-15 1998-11-24 Rtime, Inc. Distributed system for communication networks in multi-user applications
US5830069A (en) * 1996-09-13 1998-11-03 Wango World Inc. Wide area networking gaming
US5974028A (en) * 1997-02-24 1999-10-26 At&T Corp. System and method for improving transport protocol performance in communication networks having lossy links

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO1993023125A1 (en) * 1992-05-14 1993-11-25 Codemasters Limited Connecting computer games via a communication network
WO1995008793A1 (en) * 1993-09-23 1995-03-30 Virtual Universe Corporation Virtual reality network

Non-Patent Citations (3)

* Cited by examiner, † Cited by third party
Title
D.C.MILLER ET AL: "SIMNET: THE ADVENT OF SIMULATOR NETWORKING", PROCEEDINGS OF THE IEEE, vol. 83, no. 8, August 1995 (1995-08-01), NEW YORK US, pages 1114 - 1123, XP000524898 *
J.MARK PULLEN ET AL: "NETWORKING TECHNOLOGY AND DIS", PROCEEDINGS OF THE IEEE, vol. 83, no. 8, August 1995 (1995-08-01), NEW YORK US, pages 1156 - 1167, XP000524901 *
R.C.HOFER ET AL: "DIS TODAY", PROCEEDINGS OF THE IEEE, vol. 83, no. 8, August 1995 (1995-08-01), NEW YORK US, pages 1124 - 1136, XP000524899 *

Cited By (22)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
ES2143432A1 (en) * 1998-10-31 2000-05-01 Hernandez David Moya Local area network computer multiplayer game system
US9292892B2 (en) 1998-11-06 2016-03-22 Michael S. Wiltshire Dual display gaming system and method
US7189161B1 (en) 1998-11-06 2007-03-13 New Millenium Gaming Limited Slim terminal gaming system
US7837560B2 (en) 1998-11-06 2010-11-23 Wiltshire Michael S Slim terminal gaming system
US6409602B1 (en) 1998-11-06 2002-06-25 New Millenium Gaming Limited Slim terminal gaming system
WO2000062506A1 (en) * 1999-03-31 2000-10-19 British Telecommunications Public Limited Company Packet messaging method and apparatus
EP1207944A4 (en) * 1999-08-13 2005-03-16 Actv Inc System and method for interactive game-play scheduled based on real-life events
EP1086731A2 (en) * 1999-09-14 2001-03-28 Sega Enterprises, Ltd. Data processing method
EP1086731A3 (en) * 1999-09-14 2003-10-29 Sega Corporation Data processing method
WO2001065358A2 (en) * 2000-02-17 2001-09-07 Acclim Entertainment, Inc. Multi-player computer game system and method
WO2001065358A3 (en) * 2000-02-17 2002-06-06 Acclim Entertainment Inc Multi-player computer game system and method
WO2001075545A3 (en) * 2000-04-04 2002-09-26 Gamewiz Corp Methods and systems for game broadcasting on the internet
WO2001075545A2 (en) * 2000-04-04 2001-10-11 Gamewiz Corporation Methods and systems for game broadcasting on the internet
WO2002037790A3 (en) * 2000-11-01 2002-06-27 Eyeball Networks Inc Method and apparatus for improving interactive animation over a computer network
WO2002037790A2 (en) * 2000-11-01 2002-05-10 Eyeball Networks Inc. Method and apparatus for improving interactive animation over a computer network
WO2002054700A3 (en) * 2001-01-08 2002-08-15 Siemens Ag Method for the packet-oriented transmission of data between an application and a transport layer
WO2002054700A2 (en) * 2001-01-08 2002-07-11 Siemens Aktiengesellschaft Method for the packet-oriented transmission of data between an application and a transport layer
US7181494B2 (en) 2001-03-27 2007-02-20 Quazal Technologies Inc. Comparing the position of shared objects
GB2373882B (en) * 2001-03-27 2005-07-27 Proksim Software Inc Comparing the position of shared objects
GB2373882A (en) * 2001-03-27 2002-10-02 Proksim Software Inc Managing data update frequency across a distributed computer-generated environment
WO2016150331A1 (en) * 2015-03-25 2016-09-29 腾讯科技(深圳)有限公司 Method and device for operating game client
US10635449B2 (en) 2015-03-25 2020-04-28 Tencent Technology (Shenzhen) Company Limited Method and apparatus for running game client

Also Published As

Publication number Publication date
EP0958687A1 (en) 1999-11-24
AU2687697A (en) 1997-12-05
US6390922B1 (en) 2002-05-21
CA2254915A1 (en) 1997-11-20
US6050898A (en) 2000-04-18

Similar Documents

Publication Publication Date Title
US6050898A (en) Initiating and scaling massive concurrent data transaction
US6042477A (en) Method of and system for minimizing the effects of time latency in multiplayer electronic games played on interconnected computers
US6767287B1 (en) Computer system and method for implementing a virtual reality environment for a multi-player game
US6672961B1 (en) Computer system and method of displaying images
US6854012B1 (en) Data transmission protocol and visual display for a networked computer system
US6746332B1 (en) Visual display system for multi-user application
US20050086301A1 (en) Systems and methods for facilitating multi-user interaction over a network
EP1704903B1 (en) Message output device, message control method, program, and information recording medium
Claypool et al. Network analysis of counter-strike and starcraft
US8113960B2 (en) Introducing system, introducing method, information recording medium, and program
US11260306B2 (en) Matchmaking for online gaming with simulated players
CN101641141A (en) Game system, storage server, score server, game system control method, information recording medium, and program
CN113993600A (en) Delay elimination
CN109873876A (en) A kind of method of the interaction and computational load equilibrium assignment of distributed virtual environment
CN106953756B (en) Simulation delay method of service data and server
JP3998466B2 (en) Network game system and network game processing method
Xu et al. Concealing network delays in delay-sensitive online interactive games based on just-noticeable differences
Müller et al. A proxy server-network for real-time computer games
Claypool Network characteristics for server selection in online games
LaPointe et al. Analyzing and simulating network game traffic
Li et al. A new method for path prediction in network games
KR20050068360A (en) Method for synchronization in network game and computer readable medium storing game program in which the synchronization method is implemented
Zui Computer networks as a platform for designing of online games
US11863207B2 (en) Dynamic dictionary-based network compression
Saldana et al. The effect of TCP variants on the coexistence of MMORPG and best-effort traffic

Legal Events

Date Code Title Description
AK Designated states

Kind code of ref document: A1

Designated state(s): AL AM AT AU AZ BA BB BG BR BY CA CH CN CU CZ DE DK EE ES FI GB GE HU IL IS JP KE KG KP KR KZ LC LK LR LS LT LU LV MD MG MK MN MW MX NO NZ PL PT RO RU SD SE SG SI SK TJ TM TR TT UA UG US UZ VN AM AZ BY KG KZ MD RU TJ TM

AL Designated countries for regional patents

Kind code of ref document: A1

Designated state(s): GH KE LS MW SD SZ UG AT BE CH DE DK ES FI FR GB GR IE IT LU MC NL PT SE BF BJ CF

DFPE Request for preliminary examination filed prior to expiration of 19th month from priority date (pct application filed before 20040101)
121 Ep: the epo has been informed by wipo that ep was designated in this application
ENP Entry into the national phase

Ref document number: 2254915

Country of ref document: CA

Kind code of ref document: A

Ref document number: 2254915

Country of ref document: CA

WWE Wipo information: entry into national phase

Ref document number: 1997920470

Country of ref document: EP

NENP Non-entry into the national phase

Ref document number: 97540344

Country of ref document: JP

REG Reference to national code

Ref country code: DE

Ref legal event code: 8642

WWP Wipo information: published in national office

Ref document number: 1997920470

Country of ref document: EP

WWW Wipo information: withdrawn in national office

Ref document number: 1997920470

Country of ref document: EP