System and method for providing user with services

    公开(公告)号:US09686318B2

    公开(公告)日:2017-06-20

    申请号:US14869309

    申请日:2015-09-29

    申请人: DeNA Co., Ltd.

    发明人: Kazuho Oku

    摘要: Improper communication using modified software is inhibited without checking game data itself. A system according to one embodiment realizes provision of an online game to a login user with HTTP communication between the server and the client terminal. The HTTP communication includes transmitting, by a terminal device, a HTTP request to which a sequence number of the terminal side is attached; checking, by the server, validity of the HTTP request based on comparison between the sequence number of the login user stored in the server and the sequence number attached to the HTTP request; updating, by the server, the sequence number according to a predetermined update rule; transmitting, by the server, a HTTP response; and updating, by the terminal device, the sequence number in the terminal device according to the predetermined update rule.

    Game browsing
    88.
    发明授权
    Game browsing 有权
    游戏浏览

    公开(公告)号:US09545574B2

    公开(公告)日:2017-01-17

    申请号:US14607238

    申请日:2015-01-28

    摘要: Embodiments of the present invention allow players to instantly access and begin playing games through an online service. To make the games instantly available, an online service keeps instances of games running in active memory waiting for a player to be added. The game instances running in active memory are not attached to a player profile or an I/O channel from a game client. Once the player requests a game, the player's player profile is loaded into the running game instance and an I/O channel is mapped from the game client to the game instance. From the player's perspective, the preloaded game instances allow the player to browse directly from game to game with very little delay. To optimize the usage of server-side resources, historical usage data may be analyzed to anticipate demand for different games.

    摘要翻译: 本发明的实施例允许玩家通过在线服务立即访问和开始玩游戏。 为了使游戏立即可用,在线服务可以让游戏在活动内存中运行的实例等待添加一个玩家。 在活动内存中运行的游戏实例不会附加到游戏客户端的播放器配置文件或I / O通道。 一旦玩家请求游戏,玩家的玩家简档被加载到正在运行的游戏实例中,并且I / O通道被从游戏客户端映射到游戏实例。 从玩家的角度来看,预装的游戏实例允许玩家直接从游戏到游戏,延迟很少。 为了优化服务器端资源的使用,可以分析历史使用数据,以预测不同游戏的需求。

    USER IDENTIFIED TO A CONTROLLER
    89.
    发明申请
    USER IDENTIFIED TO A CONTROLLER 审中-公开
    用户被识别到控制器

    公开(公告)号:US20160375364A1

    公开(公告)日:2016-12-29

    申请号:US15263242

    申请日:2016-09-12

    发明人: Anton Mikhailov

    摘要: Methods, systems, and computer programs for obtaining profile data of a user from a wearable device are provided. One example method includes connecting a peripheral device with a base computing device via a data connection. The peripheral device usable for interfacing with a computer game when executed by the base computing device. The method also includes detecting, by the peripheral device, a wearable device of a user that is using the peripheral device. The wearable device having an electronic circuit and a memory for storing information usable to identify a profile of the user. The method further includes reading or obtaining, by the peripheral device, the information from the memory of the wearable device, then sending the information to the base computing device. The information is used by the base computing device to identify the profile of the user. The profile of the user being used to obtain calibration data for the user, to avoid requiring the user to perform calibration each time the user interacts with the computer game.

    摘要翻译: 提供了用于从可穿戴设备获取用户的简档数据的方法,系统和计算机程序。 一个示例性方法包括经由数据连接将外围设备与基本计算设备连接。 所述外围设备可用于在由所述基本计算设备执行时与计算机游戏接口。 该方法还包括由外围设备检测正在使用外围设备的用户的可穿戴设备。 具有电子电路的可穿戴装置和用于存储用于识别用户的简档的信息的存储器。 该方法还包括由外围设备读取或从可穿戴设备的存储器获取信息,然后将信息发送到基本计算设备。 基本计算设备使用该信息来识别用户的简档。 用户的配置文件用于获得用户的校准数据,以避免每当用户与计算机游戏交互时要求用户执行校准。

    SYSTEM AND METHOD FOR SIMULATING GAMEPLAY OF NONPLAYER CHARACTERS DISTRIBUTED ACROSS NETWORKED END USER DEVICES
    90.
    发明申请
    SYSTEM AND METHOD FOR SIMULATING GAMEPLAY OF NONPLAYER CHARACTERS DISTRIBUTED ACROSS NETWORKED END USER DEVICES 审中-公开
    用于模拟跨网络终端用户设备分配的非播放器字符游戏的系统和方法

    公开(公告)号:US20160332081A1

    公开(公告)日:2016-11-17

    申请号:US14712359

    申请日:2015-05-14

    IPC分类号: A63F13/73 A63F13/31

    摘要: A system and method is provided that simulates gameplay of non-player characters (NPCs) distributed across networked end user devices. The system may identify end user devices that are connected to the system through a network and are available to participate in a simulation in which each participating end user device is provided with one or more NPCs to be executed. An end user device may be available to participate when it has sufficient computing capacity, such as when in an idle or standby state. As such, the system may leverage spare computing capacity of networked end user devices to execute NPCs at networked end user devices during a simulation. In this manner, the behavior of an NPC may be tested using real-world conditions that may affect gameplay, such as a network connection quality, user-to-user game engine coordination and data exchanges, and/or other real-world conditions associated with networked end user devices.

    摘要翻译: 提供了一种系统和方法,其模拟分布在网络终端用户设备上的非玩家角色(NPC)的游戏性。 系统可以识别通过网络连接到系统的最终用户设备,并且可用于参与其中每个参与的最终用户设备被提供有要执行的一个或多个NPC的模拟。 当终端用户设备具有足够的计算能力时,例如当处于空闲或待机状态时,终端用户设备可能可以参与。 因此,该系统可以利用网络终端用户设备的备用计算能力来在仿真期间在网络终端用户设备处执行NPC。 以这种方式,可以使用可能影响游戏的现实世界条件来测试NPC的行为,例如网络连接质量,用户到用户游戏引擎协调和数据交换以及/或与其相关的其他现实世界条件 与联网的最终用户设备。