A63F13/34

Data provision system, provision apparatus, execution apparatus, control method, and recording medium
09814979 · 2017-11-14 · ·

A provision apparatus provides data for a game content to an execution apparatus which generates a game screen for the game content by executing rendering processing for the game content. The apparatus receives, from the execution apparatus, a provision request of a first data, which at least includes a minimum required data on the execution start timing of the rendering processing for the game content, among the data for the game content, and a provision request of a second data among the data for the game content other than the first data, and transmits corresponding data to the execution apparatus. The apparatus receives the provision request of the second data from the execution apparatus after completing the transmission of the first data.

Data provision system, provision apparatus, execution apparatus, control method, and recording medium
09814979 · 2017-11-14 · ·

A provision apparatus provides data for a game content to an execution apparatus which generates a game screen for the game content by executing rendering processing for the game content. The apparatus receives, from the execution apparatus, a provision request of a first data, which at least includes a minimum required data on the execution start timing of the rendering processing for the game content, among the data for the game content, and a provision request of a second data among the data for the game content other than the first data, and transmits corresponding data to the execution apparatus. The apparatus receives the provision request of the second data from the execution apparatus after completing the transmission of the first data.

Synchronization Model for Virtual Tournaments
20170266552 · 2017-09-21 ·

Data characterizing two players enrolled in a tournament of an online video game is received. Each player is executing a separate instance of the online video game. The online video game is asynchronous between the two players. The data is received by a tournament server hosting the tournament and separate from a game server providing game data to clients associated with the two players. An instruction for synchronous initiation of gameplay between the two players is generated. The instruction is transmitted to the clients associated with the two players, the instruction causing synchronous initiation of the asynchronous games for the two players. Related apparatus, systems, techniques and articles are also described.

Synchronization Model for Virtual Tournaments
20170266552 · 2017-09-21 ·

Data characterizing two players enrolled in a tournament of an online video game is received. Each player is executing a separate instance of the online video game. The online video game is asynchronous between the two players. The data is received by a tournament server hosting the tournament and separate from a game server providing game data to clients associated with the two players. An instruction for synchronous initiation of gameplay between the two players is generated. The instruction is transmitted to the clients associated with the two players, the instruction causing synchronous initiation of the asynchronous games for the two players. Related apparatus, systems, techniques and articles are also described.

Across-Match Analytics in Peer-to-Peer Gaming Tournaments
20170270751 · 2017-09-21 ·

First game state data captured from a first client and characterizing in-game information of a first match of a peer-to-peer digital gaming tournament is received. Second game state data captured from a second client and characterizing in-game information of a second match of the peer-to-peer digital gaming tournament is received. The first match and the second match being separate gaming instances. The first game state data captured during the first match and representative of an internal state of a digital video game. The first game state data and the second game state data is compared using a predefined comparison rule by computing a measure of a performance of a first player in the first match with a measure of a performance of a second player in the second match. The comparison is provided. Related apparatus, systems, articles, and techniques are also described and illustrated.

Across-Match Analytics in Peer-to-Peer Gaming Tournaments
20170270751 · 2017-09-21 ·

First game state data captured from a first client and characterizing in-game information of a first match of a peer-to-peer digital gaming tournament is received. Second game state data captured from a second client and characterizing in-game information of a second match of the peer-to-peer digital gaming tournament is received. The first match and the second match being separate gaming instances. The first game state data captured during the first match and representative of an internal state of a digital video game. The first game state data and the second game state data is compared using a predefined comparison rule by computing a measure of a performance of a first player in the first match with a measure of a performance of a second player in the second match. The comparison is provided. Related apparatus, systems, articles, and techniques are also described and illustrated.

Managing participants in an online session

The present invention relates to an application that is configured to be operated in a multi-participant environment on a computer network. The application manages participants in an online session of a multi-user application so that if one of the participants exits the session, the session can continue without interruption. The application initiates an online session of the multi-user application, wherein the online session includes two or more participants comprised of network computers that are communicatively linked to a computer network. If the application detects that a first participant has disconnected from the online session, wherein the first participant is responsible for managing certain managerial functionality associated with the running of the multi-user application, then the application broadcasts a notification to existing participants of the online session over the communication network, thereby notifying the existing participants that the first participant has disconnected from the online session. The initiating application then re-assigns the functionality associated with the first participant to an existing participant of the online session. The participants can be communicating in a peer-to-peer arrangement or can be performing server duties in a client-server arrangement.

Scene image generator

Technologies are generally described for methods and systems effective to generate a scene image. In an example, a processor may receive a first rendered object from a first device and may further store the first rendered object in a memory. The first rendered object may be based on object data and may include first attribute data of the object data. The processor may further receive a request from a second device to generate the scene image. The scene image may include an object image of a second rendered object that may be based on the object data and may include second attribute data of the object data. The processor may further compare the second attribute data with the first attribute data to determine a match value. The processor may further determine whether to select the stored first rendered object to generate a scene image based on the match value.

Scene image generator

Technologies are generally described for methods and systems effective to generate a scene image. In an example, a processor may receive a first rendered object from a first device and may further store the first rendered object in a memory. The first rendered object may be based on object data and may include first attribute data of the object data. The processor may further receive a request from a second device to generate the scene image. The scene image may include an object image of a second rendered object that may be based on the object data and may include second attribute data of the object data. The processor may further compare the second attribute data with the first attribute data to determine a match value. The processor may further determine whether to select the stored first rendered object to generate a scene image based on the match value.

PEER TO PEER COMMUNICATION SYSTEM AND METHOD
20220040572 · 2022-02-10 ·

A peer to peer communication system and method are provided to enable interfacing with an application running on a gaming engine for an avatar simulation or video conference. The system and method establish a real-time peer-to-peer communication link between remotely located users for transmission in real-time of audio, video, and data communications. The system and method capture incoming audio and video transmissions from input devices operable by the users while controlling one or more avatars, and transmit, in real time, synchronized audio, video, and data communications to the users over the communication link.