A63F2300/531

Cross-region management of game server fleets

A multi-region game server fleet may span a plurality of computing regions including a home computing region and one or more remote computing regions. A fleet management service operating in the home computing region may receive a request to perform a modification to the multi-region game server fleet, such as adding an additional remote computing region, removing an existing remote computing region, or making a configuration change. The modification may be performed, at least in part, by one or more region specific worker processes hosted in the home region. The fleet management service operating in the home computing region may also receive a request to perform an interaction with a specific remote region game server. An instruction corresponding to the interaction may be transmitted, by a region-specific computing function hosted in the home region, to the specific remote region game server.

Systems and methods for facilitating scalable shared rendering
11651542 · 2023-05-16 · ·

A system for facilitating scalable shared rendering, including plurality of servers communicably coupled to each other, each server executing executable instance of rendering software, being communicably coupled to display apparatus(/es), wherein when executed, rendering software causes each server to receive information indicative of poses of users of display apparatus(/es), utilise three-dimensional model(/s) of extended-reality environment to generate images from poses, send images to respective display apparatus(/es) for display, wherein at least one of plurality of servers is configured to detect when total number of display apparatuses to be served exceeds predefined threshold number, and employ new server and execute new executable instance of rendering software when predefined threshold number is exceeded, wherein new display apparatuses are served by new server, thereby facilitating scalable shared rendering.

DATA CENTER WIDE NETWORK STORAGE LOAD BALANCING
20230199062 · 2023-06-22 ·

A method for load balancing. The method including measuring load demands of a plurality of applications between a plurality of compute nodes and a plurality of network storage distributed across a plurality of rack assemblies of one or more data centers. The method including determining a functional load demand for each application in the plurality of applications based on load demands that are measured for the each application between the plurality of compute nodes and the plurality of network storage. The method including assigning a load score to each of the plurality of applications based on a plurality of functional load demands determined for the plurality of applications. The method including load balancing a plurality of gaming sessions of one or more applications executing across the plurality of rack assemblies based on a plurality of load scores associated with the one or more applications facilitating the plurality of gaming sessions.

SYSTEMS AND METHODS FOR FACILITATING SCALABLE SHARED RENDERING
20230177759 · 2023-06-08 · ·

A system for facilitating scalable shared rendering, including plurality of servers communicably coupled to each other, each server executing executable instance of rendering software, being communicably coupled to display apparatus(/es) , wherein when executed, rendering software causes each server to receive information indicative of poses of users of display apparatus(/es), utilise three-dimensional model(/s) of extended-reality environment to generate images from poses, send images to respective display apparatus(/es) for display, wherein at least one of plurality of servers is configured to detect when total number of display apparatuses to be served exceeds predefined threshold number, and employ new server and execute new executable instance of rendering software when predefined threshold number is exceeded, wherein new display apparatuses are served by new server, thereby facilitating scalable shared rendering.

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.

Method for User Session Transitioning Among Streaming Interactive Video Servers
20170225080 · 2017-08-10 ·

A method by which a streaming interactive video user session is handed off from one streaming interactive video server to another without noticeable disruption to the video stream or the user interactivity.

Region division with cell merging using spanning tree
11731038 · 2023-08-22 · ·

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.

METHODS FOR CONTROLLING USE OF COMPUTING RESOURCES, SUCH AS VIRTUAL GAME CONSOLES

An artificial intelligent agent can act as a player in a video game, such as a racing video game. The game can be completely external to the agent and can run in real time. In this way, the training system is much more like a real world system. The consoles on which the game runs for training the agent are provided in a cloud computing environment. The agents and the trainers can run on other computing devices in the cloud, where the system can choose the trainers and agent compute based on proximity to console, for example. Users can choose the game they want to run and submit code which can be built and deployed to the cloud system. A resource management service can monitor game console resources between human users and research usage and identify experiments for suspension to ensure enough game consoles for human users.

REGION DIVISION WITH CELL MERGING USING SPANNING TREE
20220023753 · 2022-01-27 ·

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.

MACHINE LEARNING DRIVEN RESOURCE ALLOCATION
20210362049 · 2021-11-25 ·

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.