摘要:
Latency compensation is performed during play of a multiplayer video game over a network. A first system includes a first estimator, a first player, and a first game object controlled by movement of the first player, and a second system includes at least a second player and a second game object controlled by movement of the second player. The first estimator receives data values characterizing delayed states of the second system via the network. Based on the received data values, the first estimator estimates a latency-compensated state of the second game object using a physics model of the second game object and a behavior model of the second player. The behavior model provides a representation of how the second player interacts with the video game relative to the first player. The first player is enabled to interact with the video game with compensated latency.
摘要:
The subject disclosure is directed towards determining and using effort such as in a fitness / exercise / gaming environment in a way that is substantially independent of a person's height, weight, age, and gender (HWAG) properties. Effort data is recorded that represents a person's effort exerted with respect to performing at least one physical activity, in which effort data is substantially independent of weight, and possibly other HWAG properties. In one aspect, effort duration is used to allow different people to compete against others and/or against established targets / goals substantially equally, independent of a person's HWAG properties.
摘要:
An internet gaming system and method enable play of a plurality of different Internet-based games made on an Internet game site. Game specific modules conduct play of the different respective games with players via an interface with the Internet game site. A secure game outcome generator determines a game outcome for each game play selected for play by a player and has a game specific outcome file for each game specific module, with each file having individual play scripts that are communicated to the game specific module for each game played by a player via the Internet lottery site. Each play script determines the outcome of the game play and includes a clear text portion that presents inventory and audit information in human readable text, and an encrypted data portion that presents all data determinative of the game play outcome in encrypted form.
摘要:
A method for implementing transfer of payments and prize amounts for Internet gaming transactions includes issuing an internet gaming account to a consumer having an open loop sub-account affiliated with a financial institution, and respective wagering and winning sub accounts. The consumer loads the closed loop wagering account from a plurality of sources. Funds are transferred from the wagering account in defined incremental amounts to a lottery Internet service provider's game account for play of lottery games by the consumer via an Internet enabled device. Any transactional fees associated with loading the wagering account are garnered at the time of a respective load to the account and substantially no transactional fees are associated with the individual incremental transfer of funds from the wagering account to the lottery internet service provider's game account.
摘要:
Embodiments of the present invention enable rich control input data to control video games that are remotely executed. Rich control input includes three-dimensional image data, color video, audio, device orientation data, and touch input. A remotely- executed video game is one executed on a server or other computing device that is networked to a client device receiving the rich control input. Rich control input includes more data than can be uploaded to a game server without degrading game performance. Embodiments of the present invention preprocess the rich control data on the client and into data that may be uploaded to the game server. The rich input stream may be processed in a general way or in a game-specific way.
摘要:
Asynchronous cloud rendered video delivery systems and methods are provided. According to one aspect, the method may include at a turn-based game program executed by a game server, receiving a turn input from a client device via a wide area network; determining that a turn advance occurs within the turn-based game program, and determining at least one rendering event associated with the turn advance. The method may further include sending a rendering request to generate a rendered video to a rendering server, receiving from the rendering server a message indicating that the rendering request has been completed, sending a turn available message to the client device, the turn available message including a network address of a storage server at which the rendered video is stored, to cause the client device to download and display the rendered video from the network address at the storage server.
摘要:
Providing virtual applications from a remote based system based on native applications. A method includes, at a remote based system, receiving a native application from an on-premises system remote from the remote based system. The method further includes at the remote based system, sequencing the native application into a virtual application. The method further includes providing the virtual application to a system different than the remote based system.
摘要:
The invention disclosed herein relates to a video game system comprising a video game console and an object or toy used in connection with the video game console, wherein the object or toy has a rewritable data storage device, and wherein the video game console stores information in the rewritable data storage device in response to game play events occurring in a first gaming session. The stored information is subsequently retrieved by the video game console in a second gaming session, and the retrieved information is used to conduct the game play of the second gaming session.
摘要:
A method at a server system includes: receiving a user request to enter a first information exchange hall; detecting a lock status of information of an information exchange operation associated with the user and with a second information exchange hall, where the information exchange operation is associated with a second information exchange hall; when the lock status is an unlocked state, processing entry of the user into the first information exchange hall; when the lock status is a locked state, determining an operation state of the information of the information exchange operation; when the operation state is an inactive operation state, changing the lock status of the information from the locked state to the unlocked state, and processing entry of the user into the first information exchange hall; and when the operation state is an active operation state, restoring entry of the user into the second information exchange hall.