A63F13/31

Information processing system, information processing apparatus, computer-readable storage medium having stored therein information processing program, and information processing method
11612820 · 2023-03-28 · ·

A plurality of game apparatuses function as a master, a client, and an audience. The master and the client register each other by performing therebetween an authentication process. The authentication process is not performed between the master and the audience. The audience receives a beacon from the master and registers the master in an own apparatus while the audience is not registered in the master. The master and the client execute a predetermined program, exchanging data by communicating with each other. The audience receives the data exchanged between the master and the client, and executes the predetermined program using the received data, thereby watches a game which is progressed between the master and the client, as a spectator.

Information processing system, information processing apparatus, computer-readable storage medium having stored therein information processing program, and information processing method
11612820 · 2023-03-28 · ·

A plurality of game apparatuses function as a master, a client, and an audience. The master and the client register each other by performing therebetween an authentication process. The authentication process is not performed between the master and the audience. The audience receives a beacon from the master and registers the master in an own apparatus while the audience is not registered in the master. The master and the client execute a predetermined program, exchanging data by communicating with each other. The audience receives the data exchanged between the master and the client, and executes the predetermined program using the received data, thereby watches a game which is progressed between the master and the client, as a spectator.

Game server switching method, apparatus, and system

A game server switching method, applied to a game server switching system, is provided, the game server switching system including a load balancer, a network-layer access subsystem, a network-layer proxy subsystem, a game logic subsystem, and a role login management server. A communication connection is established between the network-layer access subsystem and the second game server based on the route switching request message. A write-back request is sent by the first game server to the role login management server. User role data are sent by the role login management server to the second game server based on the write-back request. In response to obtaining the user role data from the role login management server, the game data are sent by the second game server to the game client by using the network-layer proxy subsystem, the network-layer access subsystem, and the load balancer.

INTER-VEHICLE ELECTRONIC GAMES

A computer-implemented method for providing electronics games for play by a group of users in two or more moving vehicles. The method includes maintaining data structures of media program data, user profile data and vehicle profile data, receiving user and vehicle state information, identifying a group of users based on contemporaneous presence in two or more vehicles or common participation in a game or other group experience for related trips at different times, and selecting, configuring or creating media program for play at media players. An apparatus or system is configured to perform the method, and related operations.

INFORMATION PROCESSING DEVICE, DATA SYNCHRONIZATION PROGRAM, DATA SYNCHRONIZATION METHOD, DATA SYNCHRONIZATION SYSTEM, AND TERMINAL DEVICE
20230088340 · 2023-03-23 ·

Provided are an information processing device, a data synchronization program, a data synchronization method, a data synchronization system, and a terminal device that suppress an increase in processing load and communication load in a situation in which a plurality of user terminals participate and data of the plurality of user terminals are synchronized. A server device is connected to a plurality of clients that synchronize an object with each other via a network, and includes: data reception means configured to receive a difference from a synchronization target object from a client having ownership of the object; data update means configured to update first, second, third replicas, and the like obtained by replicating the synchronization target object by using the difference; and data transmission means configured to transmit the difference to a client other than the client having the ownership among the plurality of clients.

INFORMATION PROCESSING DEVICE, DATA SYNCHRONIZATION PROGRAM, DATA SYNCHRONIZATION METHOD, DATA SYNCHRONIZATION SYSTEM, AND TERMINAL DEVICE
20230088340 · 2023-03-23 ·

Provided are an information processing device, a data synchronization program, a data synchronization method, a data synchronization system, and a terminal device that suppress an increase in processing load and communication load in a situation in which a plurality of user terminals participate and data of the plurality of user terminals are synchronized. A server device is connected to a plurality of clients that synchronize an object with each other via a network, and includes: data reception means configured to receive a difference from a synchronization target object from a client having ownership of the object; data update means configured to update first, second, third replicas, and the like obtained by replicating the synchronization target object by using the difference; and data transmission means configured to transmit the difference to a client other than the client having the ownership among the plurality of clients.

VECTOR-SPACE FRAMEWORK FOR EVALUATING GAMEPLAY CONTENT IN A GAME ENVIRONMENT
20230083591 · 2023-03-16 ·

A media system employs techniques to create a framework for evaluating gameplay content in a vector-space. These techniques include monitoring frames for content streams that correspond to gameplay in a game environment, determining feature-values for features associated with the frames, mapping the content streams to position vectors in the vector-space based on the feature-values, and assigning a set of position vectors in the vector-space to an area in the game environment based on a relative proximity of the set of position vectors in the vector-space.

VECTOR-SPACE FRAMEWORK FOR EVALUATING GAMEPLAY CONTENT IN A GAME ENVIRONMENT
20230083591 · 2023-03-16 ·

A media system employs techniques to create a framework for evaluating gameplay content in a vector-space. These techniques include monitoring frames for content streams that correspond to gameplay in a game environment, determining feature-values for features associated with the frames, mapping the content streams to position vectors in the vector-space based on the feature-values, and assigning a set of position vectors in the vector-space to an area in the game environment based on a relative proximity of the set of position vectors in the vector-space.

SYSTEM FOR TESTING COMMAND EXECUTION LATENCY WITHIN A VIDEO GAME
20230128913 · 2023-04-27 ·

A video game test system can determine an objective measure of elapsed time between interaction with a video game controller and the occurrence of a particular event within the video game. This objective measure enables a tester to determine whether a video game is objectively operating slowly or just feels slow to the tester, and may indicate the existence of coding errors that may affect execution speed, but not cause visible errors. The system may obtain the objective measure of elapsed time by simulating a user's interaction with the video game. Further, the system may identify data embedded into a frame of an animation by the video game source code to identify the occurrence of a corresponding event. The system can then measure the elapsed time between the simulated user interaction and the occurrence or triggering of the corresponding event.

SYSTEM FOR TESTING COMMAND EXECUTION LATENCY WITHIN A VIDEO GAME
20230128913 · 2023-04-27 ·

A video game test system can determine an objective measure of elapsed time between interaction with a video game controller and the occurrence of a particular event within the video game. This objective measure enables a tester to determine whether a video game is objectively operating slowly or just feels slow to the tester, and may indicate the existence of coding errors that may affect execution speed, but not cause visible errors. The system may obtain the objective measure of elapsed time by simulating a user's interaction with the video game. Further, the system may identify data embedded into a frame of an animation by the video game source code to identify the occurrence of a corresponding event. The system can then measure the elapsed time between the simulated user interaction and the occurrence or triggering of the corresponding event.