SYSTEMS AND METHODS FOR PROVIDING ANONYMOUS GUEST PLAYERS IN A MULTIPLAYER ENVIRONMENT
    1.
    发明申请
    SYSTEMS AND METHODS FOR PROVIDING ANONYMOUS GUEST PLAYERS IN A MULTIPLAYER ENVIRONMENT 审中-公开
    在多人游戏环境中提供无声游戏玩家的系统和方法

    公开(公告)号:US20160354696A1

    公开(公告)日:2016-12-08

    申请号:US14732572

    申请日:2015-06-05

    Applicant: Apple Inc.

    Abstract: Methods, devices, and system for providing anonymous guest players for multiplayer applications are described. In one embodiment, a computer-implemented method includes initiating a game service for playing a multiplayer gaming application on a system, providing with a multiplayer API functionality for defining and adding an anonymous guest player to the system, generating data including a gaming invite that provides an ability to invite one or more friends that are registered with the game service and one or more anonymous guest players that are not registered with the game service. The method further includes receiving an input that identifies or selects an anonymous guest player to invite to play the multi-player gaming application on the system. The computer-implemented method further includes receiving data intended for the anonymous guest player from a different system of the multiplayer gaming application for peer to peer gaming applications.

    Abstract translation: 描述了用于为多人应用程序提供匿名访客的方法,设备和系统。 在一个实施例中,计算机实现的方法包括启动用于在系统上播放多人游戏应用的游戏服务,提供用于定义和添加匿名客人玩家到系统的多玩家API功能,生成包括提供的游戏邀请的数据 邀请一个或多个注册在游戏服务中的朋友以及一个或多个未登录游戏服务的匿名访客玩家的能力。 该方法还包括接收标识或选择匿名邀请者的输入以邀请在系统上播放多玩家游戏应用。 计算机实现的方法还包括从用于对等游戏应用的多玩家游戏应用的不同系统接收针对匿名访客玩家的数据。

    IMPLEMENTING CHALLENGES IN SINGLE-PLAYER GAMES
    2.
    发明申请
    IMPLEMENTING CHALLENGES IN SINGLE-PLAYER GAMES 审中-公开
    在单人游戏中实现挑战

    公开(公告)号:US20150314197A1

    公开(公告)日:2015-11-05

    申请号:US14709330

    申请日:2015-05-11

    Applicant: Apple Inc.

    Abstract: A method of implementing challenges in single-player games starts with a server receiving a challenge from a first mobile device and transmitting the challenge to a second mobile device. The challenge may include a high score or an achievement of a single-player game obtained on the first mobile device, The server may determine that a new high score is obtained on the second mobile device that is equal or greater than the high score included in the challenge or that the achievement is completed on the second mobile device. The server may then transmit a notification to the first mobile device that the challenge has been completed. If the server determines that the new high score is obtained, the notification may include a new challenge from the second mobile device to the first mobile device and the new challenge may include the new high score. Other embodiments are also described.

    Abstract translation: 在单人游戏中执行挑战的方法首先从服务器接收来自第一移动设备的挑战并将挑战传送到第二移动设备。 挑战可以包括在第一移动设备上获得的单人游戏的高分或成就。服务器可以确定在第二移动设备上获得等于或大于包括在第二移动设备中的高分数的新高分 所述挑战或所述成就在所述第二移动设备上完成。 服务器然后可以向第一移动设备发送通知已经完成了挑战。 如果服务器确定获得新的高分,则通知可以包括从第二移动设备到第一移动设备的新挑战,并且新的挑战可以包括新的高分。 还描述了其它实施例。

    TURN-BASED EXCHANGES
    3.
    发明申请
    TURN-BASED EXCHANGES 审中-公开
    基于交钥匙

    公开(公告)号:US20140106888A1

    公开(公告)日:2014-04-17

    申请号:US13772248

    申请日:2013-02-20

    Applicant: APPLE INC.

    CPC classification number: A63F13/12 A63F13/332 A63F13/44 A63F13/70

    Abstract: System of structuring match data updates in multiplayer games includes a plurality of portable electronic devices and a server. Each device may execute a match and store match data. A current device, which is one of the devices, controls the current turn in the match. The current device may establish exchanges that occur during the current turn which includes at least one of: (i) sending a request to at least one of the devices, (ii) receiving a request from at least one of the devices, (iii) receiving a reply to a request from at least one of the devices, and (iv) sending a reply to a request to at least one of the devices. The server is communicatively coupled with the devices to synchronize the match data stored on each of the devices when the current device updates the match data stored on the current device. Other embodiments are described.

    Abstract translation: 在多人游戏中构造匹配数据更新的系统包括多个便携式电子设备和服务器。 每个设备可以执行匹配并存储匹配数据。 当前设备是其中一个设备,用于控制当前的比赛。 当前设备可以建立在当前回合期间发生的交换,其包括以下中的至少一个:(i)向至少一个设备发送请求,(ii)从至少一个设备接收请求,(iii) 从至少一个设备接收对请求的回复,以及(iv)向至少一个设备发送对请求的回复。 当当前设备更新存储在当前设备上的匹配数据时,服务器与设备通信地耦合以同步存储在每个设备上的匹配数据。 描述其他实施例。

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