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公开(公告)号:US09967215B2
公开(公告)日:2018-05-08
申请号:US15463203
申请日:2017-03-20
Applicant: EMPIRE TECHNOLOGY DEVELOPMENT LLC
Inventor: Nikhil Chhaochharia , George Paulose Koomullil
CPC classification number: H04L51/04 , G06Q30/02 , G06Q30/0267
Abstract: Technologies and implementations for providing real-time targeted messages are generally disclosed.
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公开(公告)号:US10376784B2
公开(公告)日:2019-08-13
申请号:US15050856
申请日:2016-02-23
Applicant: EMPIRE TECHNOLOGY DEVELOPMENT LLC
Inventor: Nikhil Chhaochharia , Hariharan Ramasangu , George Paulose Koomullil
IPC: A63F13/358 , A63F13/79 , H04L29/08 , A63F13/47 , A63F13/352 , H04L29/06
Abstract: Technologies are generally described for reducing lag time via predictive caching in cloud-based gaming. In one example, a cloud-based gaming system may identify game paths that can be taken during real-time game play and may break down the game paths into subsets of path segments a player can select. The system may determine a probability of the player taking a subset of the path segments based on real-time actions by the player and a game history of the current player and past players. The system may assign probabilities of being selected to the subsets of path segments and may render the subsets of path segments based on their respective probabilities. The system may transmit the rendered game content data for the subsets of path segments to a game client for caching on the local cache so that the game content data may be available when needed during real-time game play.
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公开(公告)号:US20170195263A1
公开(公告)日:2017-07-06
申请号:US15463203
申请日:2017-03-20
Applicant: EMPIRE TECHNOLOGY DEVELOPMENT LLC
Inventor: Nikhil Chhaochharia , George Paulose Koomullil
IPC: H04L12/58
CPC classification number: H04L51/04 , G06Q30/02 , G06Q30/0267
Abstract: Technologies and implementations for providing real-time targeted messages are generally disclosed.
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公开(公告)号:US20160166932A1
公开(公告)日:2016-06-16
申请号:US15050856
申请日:2016-02-23
Applicant: EMPIRE TECHNOLOGY DEVELOPMENT LLC
Inventor: Nikhil Chhaochharia , Hariharan Ramasangu , George Paulose Koomullil
IPC: A63F13/358 , A63F13/79 , H04L29/08
CPC classification number: A63F13/358 , A63F13/352 , A63F13/47 , A63F13/79 , H04L29/06517 , H04L29/06523 , H04L67/10 , H04L67/12 , H04L67/22 , H04L67/2842
Abstract: Technologies are generally described for reducing lag time via predictive caching in cloud-based gaming. In one example, a cloud-based gaming system may identify game paths that can be taken during real-time game play and may break down the game paths into subsets of path segments a player can select. The system may determine a probability of the player taking a subset of the path segments based on real-time actions by the player and a game history of the current player and past players. The system may assign probabilities of being selected to the subsets of path segments and may render the subsets of path segments based on their respective probabilities. The system may transmit the rendered game content data for the subsets of path segments to a game client for caching on the local cache so that the game content data may be available when needed during real-time game play.
Abstract translation: 技术通常被描述为通过基于云的游戏中的预测性缓存来减少滞后时间。 在一个示例中,基于云的游戏系统可以识别在实时游戏过程中可以采取的游戏路径,并且可以将游戏路径分解成玩家可以选择的路段的子集。 系统可以基于玩家的实时动作以及当前玩家和过去玩家的游戏历史来确定玩家获取路段的子集的概率。 系统可以将选择的概率分配给路径段的子集,并且可以基于它们各自的概率来呈现路径段的子集。 系统可以将用于路段的子集的呈现的游戏内容数据传送到游戏客户端,用于在本地高速缓存上进行缓存,使得游戏内容数据在实时游戏过程中可能需要时可用。
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