Patent classifications
A63F13/34
Peer-to-peer multiplayer cloud gaming architecture
A cloud gaming system includes a messaging bus and a plurality of servers that are interconnected via the messaging bus and communicatively coupled to one or more client devices. Each server executes a game simulation instance for each of one or more players associated with one of the client devices. Each game simulation instance associated with a player within a specified region of a game world communicates player input by the player to one or more other game simulation instances via an ad-hoc peer-to-peer network formed between multiple game simulation instances associated with players within the specified region. Each game simulation instance associated with a player within the specified region also calculates a current state for the player based on the player inputs received via the ad-hoc peer-to-peer network.
Peer-to-peer multiplayer cloud gaming architecture
A cloud gaming system includes a messaging bus and a plurality of servers that are interconnected via the messaging bus and communicatively coupled to one or more client devices. Each server executes a game simulation instance for each of one or more players associated with one of the client devices. Each game simulation instance associated with a player within a specified region of a game world communicates player input by the player to one or more other game simulation instances via an ad-hoc peer-to-peer network formed between multiple game simulation instances associated with players within the specified region. Each game simulation instance associated with a player within the specified region also calculates a current state for the player based on the player inputs received via the ad-hoc peer-to-peer network.
VIRTUAL GAMING ENVIRONMENT
Systems, methods, and media for generating a virtual gaming environment. Specifically, an instance of a virtual gaming environment is generated and hosted on a server. Responsive to communicatively connecting a first and second user computing devices, a virtual gaming environment is populated with at least a first virtual avatar, a virtual desktop, a second virtual avatar, and a second virtual desktop. It is determined that the first virtual avatar is within a first predetermined distance of the second desktop, and based on this, a resolution at which to render a visual representation of activities being executed by a second user computing device associated with the second desktop is determined. A bandwidth at which the visual representation is renderable in real time at the determined resolution is calculated. The visual representation is transmitted, utilizing the calculated bandwidth, to the first user computing device at the determined resolution.
VIRTUAL GAMING ENVIRONMENT
Systems, methods, and media for generating a virtual gaming environment. Specifically, an instance of a virtual gaming environment is generated and hosted on a server. Responsive to communicatively connecting a first and second user computing devices, a virtual gaming environment is populated with at least a first virtual avatar, a virtual desktop, a second virtual avatar, and a second virtual desktop. It is determined that the first virtual avatar is within a first predetermined distance of the second desktop, and based on this, a resolution at which to render a visual representation of activities being executed by a second user computing device associated with the second desktop is determined. A bandwidth at which the visual representation is renderable in real time at the determined resolution is calculated. The visual representation is transmitted, utilizing the calculated bandwidth, to the first user computing device at the determined resolution.
Distributed data transmission for internet of things devices
The present disclosure is generally related to wireless data transmission. An example method for transmitting a data file from a base station to multiple Internet of Things (IoT) devices includes obtaining information on connections between the base station and IoT devices as well as device-to-device connections. The method also includes generating schemes for splitting the data file and transmitting each data portion accordingly. The method optionally includes obtaining updates on connection information and adjusting the data splitting schemes based thereon.
Distributed data transmission for internet of things devices
The present disclosure is generally related to wireless data transmission. An example method for transmitting a data file from a base station to multiple Internet of Things (IoT) devices includes obtaining information on connections between the base station and IoT devices as well as device-to-device connections. The method also includes generating schemes for splitting the data file and transmitting each data portion accordingly. The method optionally includes obtaining updates on connection information and adjusting the data splitting schemes based thereon.
DECENTRALIZED SYSTEM FOR PERFORMING BLOCKCHAIN-BASED TOKEN MANAGEMENT USING A SIDE-BLOCKCHAIN NETWORK
A decentralized system is provided for using smart contracts executed on a side-blockchain network for performing token management by limiting token withdrawals from restricted wallets until an owner of the restricted wallet has met specified criteria and by permitting recapture of tokens from restricted wallets when the owner of the restricted wallet fails to meet the specified criteria within a specified time limit.
Classification of gaming styles
A system of classifying game styles may track a play of a user of one or more media content. The tracked play of the user of one or more media content may be analyzed to characterize the play of the user based on one or more categories of user gameplay style. A plurality of categories of user gameplay style may be selected to be displayed as a visual display of the user gameplay style. The visual display of the user gameplay style may be compared to one or more visual displays of characteristics of other media content. A recommendation for other media content that share similar characteristics to the user gameplay style may be generated.
Classification of gaming styles
A system of classifying game styles may track a play of a user of one or more media content. The tracked play of the user of one or more media content may be analyzed to characterize the play of the user based on one or more categories of user gameplay style. A plurality of categories of user gameplay style may be selected to be displayed as a visual display of the user gameplay style. The visual display of the user gameplay style may be compared to one or more visual displays of characteristics of other media content. A recommendation for other media content that share similar characteristics to the user gameplay style may be generated.
LOW LATENCY DATAGRAM-RESPONSIVE COMPUTER NETWORK PROTOCOL
Systems and methods for providing a shared augmented reality environment are provided. In particular, the latency of communication is reduced by using a peer-to-peer protocol to determine where to send datagrams. Datagrams describe actions that occur within the shared augmented reality environment, and the processing of datagrams is split between an intermediary node of a communications network (e.g., a cell tower) and a server. As a result, the intermediary node may provide updates to a local state of a client device when a datagram is labelled peer-to-peer, and otherwise provides updates to the master state on the server. This may reduce the latency of communication and allow users of the location-based parallel reality game to see actions occur more quickly in the shared augmented reality environment.