GAME MIGRATION
    1.
    发明申请
    GAME MIGRATION 审中-公开
    游戏移动

    公开(公告)号:WO2014031460A1

    公开(公告)日:2014-02-27

    申请号:PCT/US2013/055234

    申请日:2013-08-16

    Abstract: Embodiments of the present invention allow game play to migrate back and forth between a server-run video game and a client-run video game. For example, a user could start playing a video game running on a server and then migrate play to a client device, such as a game console. When a game is running on the server, the server executes the game code, renders a video image, and communicates the image to the client. The client may communicate game control commands to the server. The game play may also start on the client and transition to a server. For example, a user may reach a point in the game where the user does not have the game files stored on the client.

    Abstract translation: 本发明的实施例允许游戏在服务器运行的视频游戏和客户端运行的视频游戏之间来回移动。 例如,用户可以开始播放在服务器上运行的视频游戏,然后将游戏移动到诸如游戏控制台的客户端设备。 当服务器上运行游戏时,服务器执行游戏代码,呈现视频图像,并将图像传达给客户端。 客户端可以向服务器传送游戏控制命令。 游戏也可能在客户端开始并转换到服务器。 例如,用户可以到达用户没有存储在客户端上的游戏文件的游戏中的一个点。

    一种三维虚拟现实场景中物体按层级加卸载的方法和装置

    公开(公告)号:WO2013173949A1

    公开(公告)日:2013-11-28

    申请号:PCT/CN2012/001259

    申请日:2012-09-12

    Applicant: 任伟峰

    Inventor: 任伟峰

    Abstract: 提供了一种三维虚拟现实场景中物体按层级加卸载的方法,包括:感知到点选三维虚拟现实场景中的物体的行为后,确定所述物体在树形管理结构中的层级和对应在所述树形管理结构中的节点;在接收到进入下一层命令后,如果所述节点对应有下一层级,则在所述三维虚拟现实场景中加载所述下一个层级中的所有物体,并卸载所述物体所在层级中的所有物体。还提供了一种三维虚拟现实场景中物体按层级加卸载的装置。

    프리킥 게임 제공 방법 및 그 시스템
    3.
    发明申请
    프리킥 게임 제공 방법 및 그 시스템 审中-公开
    提供免费踢游戏和系统的方法

    公开(公告)号:WO2013085179A1

    公开(公告)日:2013-06-13

    申请号:PCT/KR2012/009910

    申请日:2012-11-22

    Inventor: 박태민

    Abstract: 본 출원의 일 실시예에 따른 프리킥 게임 제공 방법은 복수의 게임 클라이언트와 네트워크를 통하여 동시에 연결 가능하고, 게임 클라이언트에 게임을 제공하는 프리킥 게임 제공 시스템에서 수행된다. 상기 게임 제공 방법은 (a) 상기 프리킥 게임 제공 시스템에 접속한 복수의 사용자들 중 프리킥 대전 게임을 수행할 공격자 측 및 수비자 측 사용자들을 결정하는 단계, (b) 공격자 측 PC(Playable Character)의 위치를 결정하는 단계, (c) 공격자 측 게임 클라이언트로부터 상기 공격자 측 사용자에 의하여 입력된 프리킥 조작 입력(Free-Kick Control Input)을 수신하는 단계, (d) 상기 프리킥 조작 입력을 기초로 공의 슈팅 궤적을 연산하는 단계 및 (e) 상기 공격자 측 및 수비자 측 게임 클라이언트에 상기 슈팅 궤적에 대한 정보를 제공하는 단계를 포함한다.

    Abstract translation: 对于能够通过网络同时连接多个游戏客户端并为游戏客户端提供游戏的任意球游戏提供系统,执行根据本发明的一个实施例的提供任意球比赛的方法。 提供游戏的方法包括以下步骤:(a)从访问任意球游戏提供系统的多个用户中确定哪些用户是攻击者和防守者玩任意球比赛游戏; (b)确定攻击者的可播放人物(PC)的位置; (c)接收来自攻击者游戏客户的攻击者的任意球控制输入; (d)基于任意球控制输入渲染射击球的轨迹; 和(e)向攻击者和后卫游戏客户提供关于射击球的轨迹的信息。

    APPARATUS AND METHOD FOR IMPROVED PRESENTATION OF OBJECTS IN A DISTRIBUTED INTERACTIVE SIMULATION
    4.
    发明申请
    APPARATUS AND METHOD FOR IMPROVED PRESENTATION OF OBJECTS IN A DISTRIBUTED INTERACTIVE SIMULATION 审中-公开
    用于改进在分布式交互模拟中呈现对象的装置和方法

    公开(公告)号:WO2012151443A3

    公开(公告)日:2013-03-21

    申请号:PCT/US2012036394

    申请日:2012-05-03

    Abstract: Systems and methods for substantially contemporaneously presenting a distributed simulation at multiple computing devices. A first computing device controls an object in the simulation. A second computing device generates a visual representation of the object associated with a visual status. The second computing device generates a predicted status and receives an update including new status from the first computing device. A portion of the predicted status is set equal to a portion of the new status, and a discrepancy between the predicted and visual statuses is determined. When the discrepancy is greater than a first threshold, at least one velocity of the predicted status may be modified. When the discrepancy is greater than a second threshold, the visual status is modified based at least in part on the predicted status. A new visual representation of the object is rendered based at least in part on the visual status, and displayed.

    Abstract translation: 在多个计算设备上基本同时呈现分布式仿真的系统和方法。 第一计算设备控制模拟中的对象。 第二计算设备生成与视觉状态相关联的对象的视觉表示。 第二计算设备生成预测状态并从第一计算设备接收包括新状态的更新。 将预测状态的一部分设置为等于新状态的一部分,并且确定预测状态和视觉状态之间的差异。 当差异大于第一阈值时,可以修改预测状态的至少一个速度。 当差异大于第二阈值时,至少部分地基于预测状态修改视觉状态。 至少部分地基于视觉状态呈现对象的新的视觉表示并显示。

    온라인 게임 서버-테스트 통합 장치
    5.
    发明申请
    온라인 게임 서버-테스트 통합 장치 审中-公开
    在线游戏服务器测试集成设备

    公开(公告)号:WO2013032054A1

    公开(公告)日:2013-03-07

    申请号:PCT/KR2011/006869

    申请日:2011-09-16

    Abstract: 본 발명은 온라인 게임서버를 통해 부하 테스트를 하는 온라인 게임 서버-테스트 통합 장치에 관한 것으로, 네트워크를 통해 클라이언트에게 온라인 서비스를 제공하는 서버모듈, 패킷 프로토콜을 정의하고, 서버모듈과 클라이언트 간의 데이터를 주고받기 위한 헤더파일, 및 서버모듈과 서버 부하 테스트부 간의 데이터를 주고받기 위한 패킷 정의 파일을 생성하는 패킷 디자이너 도구, 상기 패킷 디자이너 도구가 생성한 패킷 정의 파일을 저장하는 메타 파일 처리부, 및 상기에서 정의된 패킷 정의 파일을 이용하여 시나리오를 작성하여 상기 서버모듈의 부하를 테스트하는 서버 부하 테스트부를 제공한다.

    Abstract translation: 本发明涉及一种用于通过在线游戏服务器测试负载的在线游戏服务器测试集成设备,包括:服务器模块,用于通过网络向客户端提供在线服务; 用于定义分组协议并在服务器模块和客户端之间发送/接收数据的头文件; 分组设计器工具,用于创建用于在服务器模块和服务器负载测试部分之间发送/接收数据的分组定义文件; 用于保存由分组设计器工具创建的分组定义文件的元文件处理部分; 以及用于创建场景的服务器负载测试部分,并使用定义的数据包定义文件测试服务器模块上的负载,并测试服务器模块上的负载。

    METHOD AND SYSTEM FOR PROVIDING VIDEO GAME CONTENT
    6.
    发明申请
    METHOD AND SYSTEM FOR PROVIDING VIDEO GAME CONTENT 审中-公开
    用于提供视频游戏内容的方法和系统

    公开(公告)号:WO2012107739A2

    公开(公告)日:2012-08-16

    申请号:PCT/GB2012/050172

    申请日:2012-01-27

    Inventor: MUSTAFA, Zaid I

    Abstract: Methods of and apparatus for providing video game content to a user of a client device (2), the client device (2) being connected to a remote server (3) via a telecommunications network, a method comprising: storing video game background data at the client device (2); storing moving object data representative of one or more moving objects on the remote server (3); transmitting a signal from the client side (2), the signal comprising data relating to the output of video game content; streaming the moving object data from the remote server (3) to the client device (2) in response to receiving the signal; combining the moving object data and the background data to produce video game content comprising an image in which the one or more objects (50, 60, 250) move; and outputting the video game content to the user. Adverts can be streamed in addition, potentially targeted by means of a user profile.

    Abstract translation: 用于向客户端设备(2)的用户提供视频游戏内容的方法和设备,所述客户端设备(2)经由电信网络连接到远程服务器(3),方法 包括:在所述客户端设备(2)处存储视频游戏背景数据; 将表示一个或多个移动对象的移动对象数据存储在远程服务器(3)上; 从所述客户端(2)发送信号,所述信号包括与视频游戏内容的输出有关的数据; 响应于接收到信号而将来自远程服务器(3)的移动对象数据流式传输到客户端设备(2); 组合运动对象数据和背景数据以产生包括其中一个或多个对象(50,60,250)在其中移动的图像的视频游戏内容; 并将视频游戏内容输出给用户。 此外,广告还可以通过用户个人资料进行流式传输。

    METHOD AND APPARATUS TO PLAY CARDS
    7.
    发明申请
    METHOD AND APPARATUS TO PLAY CARDS 审中-公开
    播放卡的方法和装置

    公开(公告)号:WO2012080954A2

    公开(公告)日:2012-06-21

    申请号:PCT/IB2011/055648

    申请日:2011-12-13

    Abstract: The present invention relates to a method for controlling a network (100) of equipment (10a, 10b, 11) for the game of cards. The network includes a server for controlling the game ( 10b, 11) and at least one piece of playing equipment (10a), the server and the piece of playing equipment being able to communicate data between them, each piece of playing equipment (10a) including display means (20). The method comprises the steps of: identifying a portion (R) of the totality (T) of the playing cards which is able to be displayed on the display means (20), the portion (R) of cards displayed being the same in all the pieces of playing equipment (10a); determining the number of cards assigned (Q) to each player using a piece of playing equipment (10a) in order to play a hand at the game of cards; generating at the side of the server (10b, 11) a vector vetcar having a dimension which is equal to or greater than the total number of cards (T), there being associated with each element vetcar(i) of the vector a card of the totality of cards (T); generating a plurality of elements in a number equal to the portion (R) of cards and subdividing the plurality of elements into a plurality of m subgroups sottogrup, each of those elements in each subgroup being unambiguously identified by at least one alphanumeric character; displaying on the display means (20) in each piece of playing equipment the elements subdivided into the subgroups; selecting in the piece of playing equipment (10a) in a first selection an element from the n forming a subgroup of the plurality and sending to the server (10b) a piece of data representing the alphanumeric character identifying the element or alternatively generating in the server (10b, 11) an alphanumeric character which unambiguously determines an element in one of the subgroups and sending a piece of data representing the alphanumeric character to the piece of playing equipment so as to select an element from a subgroup of the plurality; sending the vector vetcar from the server (10b) to all the pieces of playing equipment (10a) present in the network (100); associating with each element of the subgroups a card of the vector vetcar, the same card is associated with the same element identified by the same alphanumeric character in each piece of playing equipment (10a); the element selected in the first selection being associated with a card which forms part of the cards (Q) in the possession of the player in a hand of the game.

    Abstract translation: 本发明涉及一种用于控制用于游戏卡的设备(10a,10b,11)的网络(100)的方法。 网络包括用于控制游戏的服务器(10b,11)和至少一个播放设备(10a),服务器和播放设备能够在它们之间传送数据,每个播放设备(10a) 包括显示装置(20)。 该方法包括以下步骤:识别能够在显示装置(20)上显示的扑克牌总数(T)的一部分(R),显示的卡部分(R)全部相同 玩具设备(10a); 使用一块播放设备(10a)确定为每个玩家分配(Q)的卡的数量,以便在卡的游戏中玩手; 在服务器侧面(10b,11)生成具有等于或大于卡总数(T)的维度的矢量vetcar,所述向量vetcar与所述向量的每个元素vetcar(i)相关联, 卡的总数(T); 生成等于卡的部分(R)的数量的多个元素,并将多个元素细分成多个m个子组sottogrup,每个子组中的每个元素被至少一个字母数字字符明确地标识; 在每个播放设备的显示装置(20)上显示被划分成子组的元素; 在所述播放设备(10a)中选择来自n的元素,形成多个子组的元素,并将表示所述元素的字母数字字符的数据片段发送给所述服务器(10b),或者在所述服务器 (10b,11)一个字母数字字符,其明确地确定一个子组中的一个元素,并将表示该字母数字字符的一条数据发送到该播放设备,以从多个子组中选择一个元素; 将来自服务器(10b)的矢量vetcar发送到网络(100)中存在的所有播放设备(10a); 将子组中的每个元素与矢量vetcar的卡相关联,相同的卡与在每个游戏设备(10a)中由相同的字母数字字符标识的相同元件相关联; 在第一选择中选择的元素与形成游戏手中玩家所拥有的卡(Q)的一部分的卡相关联。

    RESOURCE MANAGEMENT OF SERVER HOSTS IN ONLINE GAME ENVIRONMENT
    8.
    发明申请
    RESOURCE MANAGEMENT OF SERVER HOSTS IN ONLINE GAME ENVIRONMENT 审中-公开
    在线游戏环境中的服务器主机资源管理

    公开(公告)号:WO2012054568A1

    公开(公告)日:2012-04-26

    申请号:PCT/US2011/056832

    申请日:2011-10-19

    Inventor: FERNANDES, Brian

    Abstract: Managing resources of server hosts in an online game environment, including: monitoring metrics data of the online game environment including configurable thresholds and rules defined for a game title; processing and analyzing the metrics data; determining whether the metrics data indicates an over or under capacity of the server hosts in the online game environment; sending a first request to locate, deploy, connect, and register additional game servers to the online game environment to support increasing load, when the metrics data indicates the under capacity of the server hosts; and sending a second request to isolate, remove, disconnect, and un-register surplus game servers from the online game environment to make them available to support the player load in other game titles, when the metrics data indicates the over capacity of the server hosts. Keywords include resource management, online gaming, and server architecture.

    Abstract translation: 管理在线游戏环境中的服务器主机的资源,包括:监视在线游戏环境的指标数据,包括为游戏标题定义的可配置阈值和规则; 处理和分析指标数据; 确定所述度量数据是否指示所述在线游戏环境中的所述服务器主机的过度或过低的容量; 当度量数据指示服务器主机的容量不足时,发送第一请求以定位,部署,连接和注册额外的游戏服务器到在线游戏环境以支持增加的负载; 以及当所述度量数据指示所述服务器主机的容量过大时,发送第二请求以将剩余游戏服务器与所述在线游戏环境隔离,去除,断开和取消注册,以使其可用于支持所述玩家加载其他游戏标题 。 关键词包括资源管理,在线游戏和服务器架构。

    METHOD FOR SYNCHRONISING CHARACTER INFORMATION ACCORDING TO DATA-TYPE CLASSIFICATION
    10.
    发明申请
    METHOD FOR SYNCHRONISING CHARACTER INFORMATION ACCORDING TO DATA-TYPE CLASSIFICATION 审中-公开
    用于根据数据类型分类同步字符信息的方法

    公开(公告)号:WO2011099731A3

    公开(公告)日:2011-12-15

    申请号:PCT/KR2011000791

    申请日:2011-02-08

    Inventor: KANG BYONG SOO

    Abstract: The method for synchronising character data according to data-type classification of the present invention is a method for synchronising character data being executed by means of an online gaming system, comprising: a sending step in which character information, including position data generated following position changes in a character being used by a first user or action data generated following various behaviour changes in the character, is sent to a second user; a receiving step in which the character data is received by the second user; an assessment step in which the data type of the character information is assessed; and a processing step in which the character information is processed in accordance with the assessed data type.

    Abstract translation: 根据本发明的数据类型分类来同步字符数据的方法是用于使通过在线游戏系统执行的字符数据同步的方法,包括:发送步骤,其中包括随后位置变化产生的位置数据的字符信息 在由第一用户使用的字符或者在字符中的各种行为改变之后生成的动作数据被发送到第二用户; 接收步骤,其中由第二用户接收字符数据; 评估字符信息的数据类型的评估步骤; 以及处理步骤,其中根据评估的数据类型处理字符信息。

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