Configure offline player behavior within a persistent world game
    1.
    发明授权
    Configure offline player behavior within a persistent world game 有权
    在持久的世界游戏中配置脱机播放器行为

    公开(公告)号:US08128498B2

    公开(公告)日:2012-03-06

    申请号:US11425452

    申请日:2006-06-21

    IPC分类号: A63F9/22

    摘要: A mechanism is provided for configuring offline player behavior within a persistent world game. A player agent for an offline player includes an event monitor that monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent may generate game events on behalf of the offline player. The player agent may also receive messages from an offline player. The messages may include commands for adding, removing, or editing offline player rules. A message may also include a command to view a list of rules or fire a one-time execution of a rule upon receipt. Therefore, a player may contribute to the persistent virtual world even when offline by sending commands using a messaging client or Web browser.

    摘要翻译: 提供了一种用于在持久化世界游戏中配置离线玩家行为的机制。 用于离线播放器的播放器代理包括事件监视器,其监视由游戏服务器维护的持久虚拟世界中发生的事件。 当发生触发离线玩家规则的游戏事件时,玩家代理可以代表离线玩家生成游戏事件。 播放器代理也可以从离线播放器接收消息。 消息可能包括用于添加,删除或编辑离线播放器规则的命令。 消息还可以包括查看规则列表的命令或者在接收到一次规则执行时触发。 因此,即使当通过使用消息传递客户端或Web浏览器发送命令进行脱机时,玩家也可以对持久虚拟世界作出贡献。

    METHOD TO CONFIGURE OFFLINE PLAYER BEHAVIOR WITHIN A PERSISTENT WORLD GAME
    2.
    发明申请
    METHOD TO CONFIGURE OFFLINE PLAYER BEHAVIOR WITHIN A PERSISTENT WORLD GAME 有权
    在世界各地游戏中配置离线玩家行为的方法

    公开(公告)号:US20070298886A1

    公开(公告)日:2007-12-27

    申请号:US11425452

    申请日:2006-06-21

    IPC分类号: A63F9/24

    摘要: A mechanism is provided for configuring offline player behavior within a persistent world game. A player agent for an offline player includes an event monitor that monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent may generate game events on behalf of the offline player. The player agent may also receive messages from an offline player. The messages may include commands for adding, removing, or editing offline player rules. A message may also include a command to view a list of rules or fire a one-time execution of a rule upon receipt. Therefore, a player may contribute to the persistent virtual world even when offline by sending commands using a messaging client or Web browser.

    摘要翻译: 提供了一种用于在持久化世界游戏中配置离线玩家行为的机制。 用于离线播放器的播放器代理包括事件监视器,其监视由游戏服务器维护的持久虚拟世界中发生的事件。 当发生触发离线玩家规则的游戏事件时,玩家代理可以代表离线玩家生成游戏事件。 播放器代理也可以从离线播放器接收消息。 消息可能包括用于添加,删除或编辑离线播放器规则的命令。 消息还可以包括查看规则列表的命令或者在接收到一次规则执行时触发。 因此,即使当通过使用消息传递客户端或Web浏览器发送命令进行脱机时,玩家也可以对持久虚拟世界作出贡献。

    Virtual world event notifications from within a persistent world game
    3.
    发明授权
    Virtual world event notifications from within a persistent world game 有权
    来自持久性世界游戏的虚拟世界事件通知

    公开(公告)号:US08734254B2

    公开(公告)日:2014-05-27

    申请号:US11380021

    申请日:2006-04-25

    摘要: A mechanism is provided for generating event notifications for offline characters from within a persistent world online game. A player agent for an offline player includes an event monitor that monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent composes an event notification message and sends the message to the offline player. Event notification messages may include images, voice (text-to-speech), sound, or video. Offline players may receive event notifications at various messaging clients, such as personal computers and wireless telephones. A notification server may transmit the event notifications via existing communications channels, such as electronic mail, facsimile, instant messaging, text messaging, and voice communications.

    摘要翻译: 提供了一种用于从永久性世界在线游戏内产生离线角色的事件通知的机制。 用于离线播放器的播放器代理包括事件监视器,其监视由游戏服务器维护的持久虚拟世界中发生的事件。 当发生触发离线播放器规则的游戏事件时,播放器代理构成事件通知消息并将消息发送到脱机播放器。 事件通知消息可以包括图像,语音(文本到语音),声音或视频。 离线玩家可以在各种消息传递客户端(如个人电脑和无线电话)收到事件通知。 通知服务器可以经由诸如电子邮件,传真,即时消息,文本消息和语音通信之类的现有通信信道来发送事件通知。

    Parallel Execution Unit that Extracts Data Parallelism at Runtime
    6.
    发明申请
    Parallel Execution Unit that Extracts Data Parallelism at Runtime 审中-公开
    并行执行单元在运行时提取数据并行

    公开(公告)号:US20120191953A1

    公开(公告)日:2012-07-26

    申请号:US13434903

    申请日:2012-03-30

    IPC分类号: G06F9/38 G06F9/312

    摘要: Mechanisms for extracting data dependencies during runtime are provided. With these mechanisms, a portion of code having a loop is executed. A first parallel execution group is generated for the loop, the group comprising a subset of iterations of the loop less than a total number of iterations of the loop. The first parallel execution group is executed by executing each iteration in parallel. Store data for iterations are stored in corresponding store caches of the processor, Dependency checking logic of the processor determines, for each iteration, whether the iteration has a data dependence. Only the store data for stores where there was no data dependence determined are committed to memory.

    摘要翻译: 提供了在运行时提取数据依赖关系的机制。 利用这些机制,执行具有循环的一部分代码。 为循环生成第一个并行执行组,该组包括循环的迭代次数小于循环迭代次数的总数。 通过并行执行每个迭代来执行第一个并行执行组。 用于迭代的存储数据存储在处理器的对应存储高速缓存中,处理器的依赖性检查逻辑针对每个迭代确定迭代是否具有数据依赖性。 只有确定了没有数据依赖关系的商店的商店数据被提交到内存。

    Data Parallel Function Call for Determining if Called Routine is Data Parallel
    7.
    发明申请
    Data Parallel Function Call for Determining if Called Routine is Data Parallel 失效
    数据并行函数调用确定调用例程是否是数据并行的

    公开(公告)号:US20120180031A1

    公开(公告)日:2012-07-12

    申请号:US13430168

    申请日:2012-03-26

    IPC分类号: G06F9/45

    摘要: Mechanisms for performing data parallel function calls in code during runtime are provided. These mechanisms may operate to execute, in the processor, a portion of code having a data parallel function call to a target portion of code. The mechanisms may further operate to determine, at runtime by the processor, whether the target portion of code is a data parallel portion of code or a scalar portion of code and determine whether the calling code is data parallel code or scalar code. Moreover, the mechanisms may operate to execute the target portion of code based on the determination of whether the target portion of code is a data parallel portion of code or a scalar portion of code, and the determination of whether the calling code is data parallel code or scalar code.

    摘要翻译: 提供了在运行期间执行代码中数据并行函数调用的机制。 这些机制可以操作以在处理器中执行具有对目标代码部分的数据并行函数调用的代码的一部分。 这些机制可以进一步操作以在运行时由处理器确定目标代码部分是代码的数据并行部分还是代码的标量部分,并确定调用代码是数据并行代码还是标量代码。 此外,这些机制可以基于代码的目标部分是代码的数据并行部分还是代码的标量部分的确定来执行代码的目标部分,以及确定调用代码是否是数据并行代码 或标量代码。

    Wake-on-Event Game Client and Monitor for Persistent World Game Environment
    8.
    发明申请
    Wake-on-Event Game Client and Monitor for Persistent World Game Environment 审中-公开
    唤醒事件游戏客户端和持续世界游戏环境监视器

    公开(公告)号:US20080026845A1

    公开(公告)日:2008-01-31

    申请号:US11457529

    申请日:2006-07-14

    IPC分类号: A63F9/24

    摘要: A mechanism is provided for automatically waking a game client responsive to game events occurring within a persistent world online game. An event monitor monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent automatically activates execution of game client software. The player agent may also automatically log the player into the game server through the game client software. The player agent may generate and present a launcher dialog prompting the user whether to launch the game client software. Alternatively, the player agent may send a message to a messaging device of the offline player with instructions for launching the game client software remotely. Responsive to a message including a launch command, the player agent automatically launches the game client software on a game client device associated with the offline player.

    摘要翻译: 提供了一种机制,用于响应于持续世界在线游戏中发生的游戏事件而自动唤醒游戏客户端。 事件监视器监视由游戏服务器维护的持久虚拟世界中发生的事件。 当触发离线玩家规则的游戏事件发生时,玩家代理自动激活游戏客户端软件的执行。 玩家代理还可以通过游戏客户端软件自动地将玩家登录到游戏服务器。 播放器代理可以生成并呈现提示用户是否启动游戏客户端软件的启动器对话。 或者,播放器代理可以向离线播放器的消息收发设备发送消息,其具有远程启动游戏客户端软件的指令。 响应于包括发射命令的消息,播放器代理在与离线播放器相关联的游戏客户端设备上自动启动游戏客户端软件。

    Data parallel function call for determining if called routine is data parallel
    9.
    发明授权
    Data parallel function call for determining if called routine is data parallel 失效
    数据并行功能调用,用于确定被调用的程序是否是数据并行的

    公开(公告)号:US08627043B2

    公开(公告)日:2014-01-07

    申请号:US13430168

    申请日:2012-03-26

    IPC分类号: G06F9/30

    摘要: Mechanisms for performing data parallel function calls in code during runtime are provided. These mechanisms may operate to execute, in the processor, a portion of code having a data parallel function call to a target portion of code. The mechanisms may further operate to determine, at runtime by the processor, whether the target portion of code is a data parallel portion of code or a scalar portion of code and determine whether the calling code is data parallel code or scalar code. Moreover, the mechanisms may operate to execute the target portion of code based on the determination of whether the target portion of code is a data parallel portion of code or a scalar portion of code, and the determination of whether the calling code is data parallel code or scalar code.

    摘要翻译: 提供了在运行期间执行代码中数据并行函数调用的机制。 这些机制可以操作以在处理器中执行具有对目标代码部分的数据并行函数调用的代码的一部分。 这些机制可以进一步操作以在运行时由处理器确定目标代码部分是代码的数据并行部分还是代码的标量部分,并确定调用代码是数据并行代码还是标量代码。 此外,这些机制可以基于代码的目标部分是代码的数据并行部分还是代码的标量部分的确定来执行代码的目标部分,以及确定调用代码是否是数据并行代码 或标量代码。