Patent classifications
A63F2300/531
Machine learning driven resource allocation
A distributed game engine for provisioning resources for an online game includes a plurality of management nodes and a plurality of processing nodes. The management nodes are configured to distribute functional portions of the distributed game engine over the plurality of processing nodes. A resource allocation mode is constructed from user inputs game states of the online game and success criteria included in game play training data. A resource allocation agent is used to access the resource allocation model and to communicate with a configuration agent to identify the processing nodes required for processing specific ones of the functional portions for the online game, based on the resource allocation dictated by the resource allocation model. A process synchronization layer interfaces with the processing nodes and the management nodes to provision the resources for executing the functional portions for the online game in order to produce video frames for rendering at client devices of the users.
Region Division with Cell Merging Using Spanning Tree
A location-based parallel reality game may use regions to determine how to disperse virtual elements, locate virtual experiences, and/or define game objectives. To determine the regions of the geographic area, a server divides the geographic region into cells. The server assigns real-world data to each of the cells and constructs a graph of nodes and edges based on the cells. Each node corresponds to a cell, and each edge connects nodes that correspond to adjacent cells. The server partitions the graph into contiguous segments based on the real-world data. The server defines regions of the geographic area based on the contiguous segments and stores the defined regions in a data store. The server may hierarchically partition the regions into higher order regions until each region meets a set of criteria.
Collaborative online gaming system and method
A system, method, and computer program product for collaborative online gaming, including at least one of providing a central repository master browser system; providing an experience calibrated match-making service; providing a dynamic multiplayer server component auto deployment and aggregation system; providing a lobby centric simultaneous and collaborative client game play launching feature; and providing a video game screen over-layer technology giving users access to a control interface while inside a video game being played.
Resource selection for hosted game sessions
Resources for hosting game sessions can be dynamically selected based upon factors in addition to availability and capacity. A requested session may have various criteria enabling it to be hosted on different types of resources, such as different types of resource instances operating on physical servers. While a fixed amount of capacity can be purchased over an extended period of time, options can also exist that enable purchasing resource capacity for a limited period of time, or purchasing excess capacity without a fixed time limit but that is subject to potential interruption. Benefits relating to cost and performance may offset these potential limitations, and the selection of a type of resource to host a game can be based upon an analysis of these factors. If a game session is to be interrupted or will time out, advance notice can be provided such that the game can take a corresponding action.
Method for multicasting views of real-time streaming interactive video
Systems and methods for creating and delivering an interactive display of thumbnail windows of visual content of different video game sessions are presented. In one embodiment, a method provides for sending, by a server of hosting service, an interactive interface for display on display of a client device. The interactive interface has an array of thumbnail windows and each thumbnail window depicts visual content of different video game sessions being played. Responsive to a selection of a thumbnail window by a user of the client device, the method provides for sending a video stream associated with the selected thumbnail window from the array of thumbnail windows. The video stream enables the user of the client device to view interactive game play of a video game associated with the video stream.
SYSTEM AND METHOD FOR COMPRESSING VIDEO FOR STREAMING VIDEO GAME CONTENT TO REMOTE CLIENTS
Computer-implemented methods for hosting online video games are provided. One method includes generating a plurality of video frames. The method includes initiating a sending of each one of the plurality of video frames to a client. Each of the video frames that is sent is compressed. The method includes stopping the compression and sending of video frames when one of the plurality of video frames is taking longer than a frame time to compress and send. A frame time is defined as one over a frame rate, and wherein stopping the compression of video frames includes ignoring said video frames by an encoder. The method includes continuing to compress and send audio data to the client when one or more of said plurality of video frames are not sent to the client. The client is configured to display a received video frame for more than one frame time when a video frame is not received due to the stopping of the compression and the sending, and the client will have a reduced frame rate for display of said plurality of video frames during said stopping of the compression and the sending.
Method for Multicasting Views of Real-Time Streaming Interactive Video
Systems and methods for creating and delivering an interactive display of thumbnail windows of visual content of different video game sessions are presented. In one embodiment, a method provides for sending, by a server of a service, an interactive interface for display on display of a client device. The interactive interface has a set of thumbnail windows and each thumbnail window depicts visual content of different video game sessions being played. Responsive to a selection of a thumbnail window by a user of the client device, the method provides for sending a video stream associated with the selected thumbnail window from the set of thumbnail windows. The video stream enables the user of the client device to view interactive game play of a video game associated with the video stream.
MACHINE LEARNING DRIVEN RESOURCE ALLOCATION
A distributed game engine for provisioning resources for an online game includes a plurality of management nodes and a plurality of processing nodes. The management nodes are configured to distribute functional portions of the distributed game engine over the plurality of processing nodes. A resource allocation mode is constructed from user inputs game states of the online game and success criteria included in game play training data. A resource allocation agent is used to access the resource allocation model and to communicate with a configuration agent to identify the processing nodes required for processing specific ones of the functional portions for the online game, based on the resource allocation dictated by the resource allocation model. A process synchronization layer interfaces with the processing nodes and the management nodes to provision the resources for executing the functional portions for the online game in order to produce video frames for rendering at client devices of the users.
RESOURCE SELECTION FOR HOSTED GAME SESSIONS
Resources for hosting game sessions can be dynamically selected based upon factors in addition to availability and capacity. A requested session may have various criteria enabling it to be hosted on different types of resources, such as different types of resource instances operating on physical servers. While a fixed amount of capacity can be purchased over an extended period of time, options can also exist that enable purchasing resource capacity for a limited period of time, or purchasing excess capacity without a fixed time limit but that is subject to potential interruption. Benefits relating to cost and performance may offset these potential limitations, and the selection of a type of resource to host a game can be based upon an analysis of these factors. If a game session is to be interrupted or will time out, advance notice can be provided such that the game can take a corresponding action.
Resource selection for hosted game sessions
Resources for hosting game sessions can be dynamically selected based upon factors in addition to availability and capacity. A requested session may have various criteria enabling it to be hosted on different types of resources, such as different types of resource instances operating on physical servers. While a fixed amount of capacity can be purchased over an extended period of time, options can also exist that enable purchasing resource capacity for a limited period of time, or purchasing excess capacity without a fixed time limit but that is subject to potential interruption. Benefits relating to cost and performance may offset these potential limitations, and the selection of a type of resource to host a game can be based upon an analysis of these factors. If a game session is to be interrupted or will time out, advance notice can be provided such that the game can take a corresponding action.