MINIMIZING NETWORK LATENCY IN INTERACTIVE INTERNET APPLICATIONS
    3.
    发明申请
    MINIMIZING NETWORK LATENCY IN INTERACTIVE INTERNET APPLICATIONS 有权
    最小化互联网应用中的网络延迟

    公开(公告)号:US20120128010A1

    公开(公告)日:2012-05-24

    申请号:US12951908

    申请日:2010-11-22

    IPC分类号: H04J3/22

    摘要: A method and system that enhances a user's performance while interacting with an interactive internet application such as a Massively Multiplayer Online (MMO) game is provided. The network latency experienced by users participating in the MMO game is minimized by dynamically determining an optimal transmission action for a message generated by the MMO game. In one embodiment, determining the optimal transmission action for a message includes dynamically determining the optimal number of redundant Forward Error Correction (FEC) packets to add to a message prior to transmitting a message to a receiving device. The optimal number of FEC packets is determined based on a wide range of varying network conditions.

    摘要翻译: 提供了一种在与诸如大型多人在线(MMO)游戏之类的交互式互联网应用交互的同时增强用户表现的方法和系统。 通过动态地确定由MMO游戏产生的消息的最佳传输动作,使参与MMO游戏的用户经历的网络延迟最小化。 在一个实施例中,确定消息的最佳传输动作包括在将消息发送到接收设备之前动态地确定要添加到消息的冗余前向纠错(FEC)分组的最佳数量。 基于广泛的变化的网络条件来确定FEC分组的最佳数量。

    Minimizing network latency in interactive internet applications
    4.
    发明授权
    Minimizing network latency in interactive internet applications 有权
    最大限度地减少交互式互联网应用中的网络延迟

    公开(公告)号:US09059817B2

    公开(公告)日:2015-06-16

    申请号:US12951908

    申请日:2010-11-22

    摘要: A method and system that enhances a user's performance while interacting with an interactive internet application such as a Massively Multiplayer Online (MMO) game is provided. The network latency experienced by users participating in the MMO game is minimized by dynamically determining an optimal transmission action for a message generated by the MMO game. In one embodiment, determining the optimal transmission action for a message includes dynamically determining the optimal number of redundant Forward Error Correction (FEC) packets to add to a message prior to transmitting a message to a receiving device. The optimal number of FEC packets is determined based on a wide range of varying network conditions.

    摘要翻译: 提供了一种在与诸如大型多人在线(MMO)游戏之类的交互式互联网应用交互的同时增强用户表现的方法和系统。 通过动态地确定由MMO游戏产生的消息的最佳传输动作,使参与MMO游戏的用户经历的网络延迟最小化。 在一个实施例中,确定消息的最佳传输动作包括在将消息发送到接收设备之前动态地确定要添加到消息的冗余前向纠错(FEC)分组的最佳数量。 基于广泛的变化的网络条件来确定FEC分组的最佳数量。

    Scalable Game Primitives / Distributed Real-Time Aggregation Of Player Data
    6.
    发明申请
    Scalable Game Primitives / Distributed Real-Time Aggregation Of Player Data 审中-公开
    可扩展游戏原语/分布式实时聚合播放器数据

    公开(公告)号:US20100160047A1

    公开(公告)日:2010-06-24

    申请号:US12341481

    申请日:2008-12-22

    IPC分类号: A63F9/24

    摘要: Disclosed herein is a set of coordinated game service primitives that allows for custom, per-game, logic. A new game with new custom logic can be added without needing to change any public api or database schema or write any new server code. The same hardware may be shared across many games. And the system scales linearly. That is, if the number of servers is doubled, then so is the number of concurrent users that can be supported. Also disclosed are systems and methods for two-stage aggregation. Pre-aggregation may take place on a plurality of front-end server. Final aggregation may take place on one or more back-end servers. A name value store may be used to reliably store state.

    摘要翻译: 这里公开的是一组协调的游戏服务原语,其允许定制,每游戏的逻辑。 可以添加具有新自定义逻辑的新游戏,而无需更改任何公共api或数据库模式或编写任何新的服务器代码。 相同的硬件可能会在许多游戏中共享。 并且系统线性缩放。 也就是说,如果服务器数量加倍,则可以支持的并发用户数量也是如此。 还公开了用于两阶段聚合的系统和方法。 预聚合可能发生在多个前端服务器上。 最终聚合可能发生在一个或多个后端服务器上。 名称值存储可以用于可靠地存储状态。

    MASSIVELY MULTIPLAYER GAME MESSAGE SCHEDULING
    8.
    发明申请
    MASSIVELY MULTIPLAYER GAME MESSAGE SCHEDULING 审中-公开
    MASSIVELY MULTIPLAYER游戏消息安排

    公开(公告)号:US20100285885A1

    公开(公告)日:2010-11-11

    申请号:US12437324

    申请日:2009-05-07

    IPC分类号: A63F9/24

    摘要: A massively multiplayer game management service includes a scheduling module that establishes a message receiving period and a game data aggregation period. The massively multiplayer game management service further includes a message receiving module that, during the message receiving period that overlaps at least part of the game data aggregation period, receives a message from a player client. The message may include an identifier and an execution time that follows the game data aggregation period. The massively multiplayer game management service further includes a message sending module that sends game data, aggregated in a game space location corresponding to the identifier, to the player clients upon occurrence of the execution time.

    摘要翻译: 大型多人游戏管理服务包括建立消息接收时段和游戏数据聚合时段的调度模块。 大型多人游戏管理服务还包括消息接收模块,其在与游戏数据聚合时段的至少一部分重叠的消息接收时段期间从玩家客户端接收消息。 消息可以包括跟随游戏数据聚合时段的标识符和执行时间。 大型多人游戏管理服务还包括一个消息发送模块,该消息发送模块在发生执行时间时将与聚集在与标识符相对应的游戏空间位置中的游戏数据发送给玩家客户端。