METHOD AND SYSTEM FOR CONTROLLING THE USE OF DORMANT CAPACITY FOR DISTRIBUTING DATA

    公开(公告)号:WO2022011279A1

    公开(公告)日:2022-01-13

    申请号:PCT/US2021/041116

    申请日:2021-07-09

    Applicant: SIDEN, INC.

    Abstract: A method and system for controlling the use of dormant capacity for distributing data includes communicating data as part of a regular traffic load through a network having an overall network capacity, determining a dormant capacity of the network based on regular network traffic load, delivering content to a plurality of devices through the network, receiving the data at the plurality of devices, based on receiving the data, measuring an efficiency metric at each of the plurality of devices, communicating the efficiency metric of the devices to a service provider, receiving the efficiency metric at the service provider from the devices, receiving a resource usage report from the network, determining a target throughput for each of the plurality of devices based on the resource usage report and communicating second data to the plurality of devices from a content delivery service based on the target throughput using the dormant capacity.

    一种基于用户偏好预测的异构网络缓存决策方法

    公开(公告)号:WO2021253835A1

    公开(公告)日:2021-12-23

    申请号:PCT/CN2021/074167

    申请日:2021-01-28

    Inventor: 朱琦 单冠捷

    Abstract: 本发明公开了一种基于用户偏好预测的异构网络缓存决策方法。在该方法中,宏基站、小基站和D2D通信并存,考虑到用户的移动性和社会关系影响。首先在用户偏好未知的情况下,采用机器学习的方法根据其请求历史记录预测用户偏好;然后考虑用户的移动性、物理位置关系、社会关系计算平均系统成本,在缓存容量的约束下,以小基站和重要用户的缓存策略为变量,构建了平均系统成本最小化的优化问题,通过求解该问题进行缓存决策。本发明所述方法基于分区拟阵上超模函数的最小化问题求解本发明的最优化问题,在保障次优解性能的前提下,大大减少了缓存决策的计算复杂度,从而通过在小基站和重要用户处缓存来大大减少系统成本。

    GAMING LOCATION PRE-EMPTIVE LOSS CORRECTION
    6.
    发明申请

    公开(公告)号:WO2021242839A1

    公开(公告)日:2021-12-02

    申请号:PCT/US2021/034217

    申请日:2021-05-26

    Inventor: HAGLAND, Torgeir

    Abstract: Methods and systems are provided for providing preemptive actions for predicted data loss during connected gaming using mobile client devices. One example method includes receiving, by a server, data loss from a plurality of mobile client devices. The data loss is used to construct a data loss map that indicates connection quality between said plurality of mobile client devices to the server. The connection quality identifying geolocation data for said plurality of mobile client devices for constructing and updating said data loss map. The method includes receiving, by the server, navigation data for a mobile client device while streaming gameplay from the server. The navigation data is used to identify a route of travel for said mobile client device. The method includes identifying, by the server, a predicted data loss event for the mobile device client. The predicted data loss event is identified using the data loss map and tracking movement of said mobile device client along the route of travel. The method includes sending, by the server, notification data for the predicted data loss event to the mobile client device. The notification data is used for adjusting activity of said gameplay at the mobile client device before reaching a geo-location associated with the predicted data loss event.

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