A63F13/358

Network latency fairness in multi-user gaming platforms

Aspects of the present disclosure relate to wireless communications, and more particularly, to techniques that allow for enforcement of network latency fairness in multi-user gaming platforms. An example method generally includes identifying multiple user equipments (UEs) participating in a multi-user gaming platform across one or more wide area networks (WANs); and taking one or more actions to support latency fairness in delivery of information across the multiple users via the one or more WANs.

Promoting competitive balance in multiplayer gaming

By one or more processors of a computing device, receive a player game election of a player, the player game election comprising a skill based video game and one or more player characteristics of the player, determine a first player eligibility of the player to participate in the skill based video game comprising verify the one or more player characteristics, send the first player eligibility to an operator of the skill based video game, receive a list of one or more players that fulfilled a win condition for the skill based video game, determine a second player eligibility to receive a payout based on the list of one or more players that fulfilled the win condition, the first player eligibility, and a player preference for a payout type, and distribute the payout to the one or more players that fulfill the win condition.

LATENCY MANAGEMENT IN AN EVENT DRIVEN GAMING NETWORK
20230083824 · 2023-03-16 ·

One exemplary aspect relates to normalizing latency in a networking environment to reduce the chances of creating an unfair advantage. While an exemplary aspect will be discussed in relation to a gaming environment, it is to be appreciated that the techniques disclosed herein can be applied to other environments where latency normalization or the ability to maintain latency between various endpoints is desired. For example, other environments include eSporting, on-line betting, fantasy esports, streaming services, etc. Some more specific examples include World of Warcraft®, Overwatch®, H1Z1®, PUBG®, Fortnite®, Realm Royale®, Planet Side 2®, real-time strategy games, slot machines, electronic poker tournaments, etc.

LATENCY MANAGEMENT IN AN EVENT DRIVEN GAMING NETWORK
20230083824 · 2023-03-16 ·

One exemplary aspect relates to normalizing latency in a networking environment to reduce the chances of creating an unfair advantage. While an exemplary aspect will be discussed in relation to a gaming environment, it is to be appreciated that the techniques disclosed herein can be applied to other environments where latency normalization or the ability to maintain latency between various endpoints is desired. For example, other environments include eSporting, on-line betting, fantasy esports, streaming services, etc. Some more specific examples include World of Warcraft®, Overwatch®, H1Z1®, PUBG®, Fortnite®, Realm Royale®, Planet Side 2®, real-time strategy games, slot machines, electronic poker tournaments, etc.

A Method for Implementing Multi-Player Games
20230082388 · 2023-03-16 ·

A method for implementing a multi-player game comprising the steps of receiving at a client application on a client device, a command to perform an action; calculating at the client application, a consequence of the action; and rendering by the client application, the consequence in a first instance of the game. The method further comprises the steps of sending a data package from the client device to a server, the data package comprising the action and the consequence; determining by the server, that the consequence is valid; and disseminating by the server, the data package to other client devices, so that client applications in the other client devices can render the consequence in other instances of the game. Wherein the step of rendering by the client application the consequence in the first instance of the game, is performed prior to the step of determining by the server that the consequence is valid.

A Method for Implementing Multi-Player Games
20230082388 · 2023-03-16 ·

A method for implementing a multi-player game comprising the steps of receiving at a client application on a client device, a command to perform an action; calculating at the client application, a consequence of the action; and rendering by the client application, the consequence in a first instance of the game. The method further comprises the steps of sending a data package from the client device to a server, the data package comprising the action and the consequence; determining by the server, that the consequence is valid; and disseminating by the server, the data package to other client devices, so that client applications in the other client devices can render the consequence in other instances of the game. Wherein the step of rendering by the client application the consequence in the first instance of the game, is performed prior to the step of determining by the server that the consequence is valid.

RESOURCE ALLOCATION METHOD AND APPARATUS, READABLE MEDIUM, ELECTRONIC DEVICE, AND PROGRAM PRODUCT

A resource allocation method and apparatus, a readable medium, an electronic device and a program product are provided. The resource allocation method includes: collecting a current online user quantity of a cloud game in a current time period, and counting an online user quantity of the cloud game in a historical time cycle; predicting a target online user change quantity of the cloud game in a future time period according to the current online user quantity and the online user quantity of the cloud game in the historical time cycle, the future time period being a time period having a same time length as the current time period; and dynamically adjusting, according to the target online user change quantity, cloud computing resources allocated to the cloud game, preloading a game client being based on the cloud computing resources

RESOURCE ALLOCATION METHOD AND APPARATUS, READABLE MEDIUM, ELECTRONIC DEVICE, AND PROGRAM PRODUCT

A resource allocation method and apparatus, a readable medium, an electronic device and a program product are provided. The resource allocation method includes: collecting a current online user quantity of a cloud game in a current time period, and counting an online user quantity of the cloud game in a historical time cycle; predicting a target online user change quantity of the cloud game in a future time period according to the current online user quantity and the online user quantity of the cloud game in the historical time cycle, the future time period being a time period having a same time length as the current time period; and dynamically adjusting, according to the target online user change quantity, cloud computing resources allocated to the cloud game, preloading a game client being based on the cloud computing resources

Traffic Identification Method and Traffic Identification Device
20230079312 · 2023-03-16 ·

Embodiments of this application disclose a traffic identification method and a traffic identification device. The method in embodiments of this application includes: The traffic identification device obtains to-be-analyzed traffic of a target data flow. The traffic identification device obtains arrival time intervals of packets of the to-be-analyzed traffic. The traffic identification device determines a type of the to-be-analyzed traffic based on a distribution feature of probabilities of a part or all of the arrival time intervals.

Traffic Identification Method and Traffic Identification Device
20230079312 · 2023-03-16 ·

Embodiments of this application disclose a traffic identification method and a traffic identification device. The method in embodiments of this application includes: The traffic identification device obtains to-be-analyzed traffic of a target data flow. The traffic identification device obtains arrival time intervals of packets of the to-be-analyzed traffic. The traffic identification device determines a type of the to-be-analyzed traffic based on a distribution feature of probabilities of a part or all of the arrival time intervals.