US2007265043A1PendingUtilityA1

Team-based networked video gaming and automatic event management

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Assignee: WANG ANDY YPriority: Apr 12, 2006Filed: Apr 11, 2007Published: Nov 15, 2007
Est. expiryApr 12, 2026(expired)· nominal 20-yr term from priority
A63F 13/34A63F 2300/408A63F 2300/556A63F 2300/63A63F 13/812A63F 13/12A63F 2300/407A63F 13/30
53
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Claims

Abstract

An integrated on-line networked video game system is disclosed. Effects of variable latency are mitigated dynamically to assure that all players see game displays consistent with actual game actions. Games are organized into events that allow dynamic enhancement of character capabilities during play.

Claims

exact text as granted — not AI-modified
1 . A method of displaying a scene on a monitor of a first computer, the method comprising: 
 receiving a data packet from a second computer according to the scene, the data packet comprising time delay information; and    displaying the scene after a time delay according to the time delay information.    
   
   
       2 . The method as set forth in  claim 1 , further comprising estimating a value for the time delay information.  
   
   
       3 . The method as set forth in  claim 2 , wherein the estimating comprises: 
 transmitting a test packet from the second computer to the first computer, the test packet comprising a request for an immediate reply;    receiving a reply according to the request; and    determining an elapsed time between the transmitting and the receiving.    
   
   
       4 . The method as set forth in  claim 3 , further comprising: 
 transmitting the test packet from the second computer to a plurality of computers;    receiving a plurality of replies according to the request;    determining a plurality of elapsed times between the transmitting and the receiving;    transmitting a plurality of data packets including a plurality of time delay values according to the plurality of elapsed times; and    delaying a display of the scene on monitors of the plurality of computers according to the plurality of time-delay values, thereby displaying the scene essentially simultaneously on the monitors of the plurality of computers.    
   
   
       5 . A method of transmitting a data packet to a plurality of computers representing a plurality of characters in a team-based networked video game, the method comprising: 
 receiving a game state;    receiving an action;    receiving a ranking of the characters according to a likelihood of a character having an immediate and consequential effect according to the game state and the action;    selecting the top-ranked character according to the ranking; and    transmitting a data packet to the computer representing the top-ranked character according to the game state and the action before transmitting the data packet to any other of the plurality of computers.    
   
   
       6 . The method as set forth in  claim 5 , further comprising transmitting the data packet to a remainder of the plurality of computers.  
   
   
       7 . A method performed in a networked video game involving a game object, the method comprising: 
 receiving a game state comprising location information for each of a plurality of characters;    receiving information indicative of a motion of the game object;    receiving, for each character, an in-game movement attribute;    receiving, for each character, an indication of the character's eligibility to receive the game object according to rules of the networked video game; and    calculating, for each character, a likelihood that the character is able to receive the game object.    
   
   
       8 . The method as set forth in  claim 7 , wherein the calculating of a likelihood that the character is able to receive the central critical game object is followed by ranking the plurality of characters.  
   
   
       9 . The method as set forth in  claim 8 , wherein: 
 the receiving, for each character, of an in-game movement comprises receiving, for each character, an in-game speed attribute, and is followed by receiving, for each character, a virtual distance from the trajectory; and    the receiving, for each character, of an indication of the character's ability to interact with the game object comprises receiving, for each character, an indication of the character's ability to receive the game object, and is followed by: receiving, for each character, an indication of the character's ability to retain the game object when it is received; and receiving, for each character, an indication of the character's eligibility to receive the game object according to rules of the networked video game.    
   
   
       10 . The method as set forth in  claim 9 , wherein the game object is a central game object, the information indicative of a motion is a trajectory, and the calculating of a likelihood that the character is able to receive the central critical game object is followed by ranking the plurality of characters.  
   
   
       11 . The method as set forth in  claim 10 , wherein the ranking the plurality of characters comprises ranking the plurality of characters in descending order.  
   
   
       12 . The method as set forth in  claim 11 , wherein the central critical game object is a ball.  
   
   
       13 . The method as set forth in  claim 12 , wherein the ball is selected from a group consisting of a soccer ball, a baseball, a basketball, a football, a tennis ball and a table tennis ball.  
   
   
       14 . The method as set forth in  claim 11 , wherein the central critical game object is a selected from a group consisting of a hockey puck, a badminton bird and a FRISBEE®.  
   
   
       15 . A method of hosting a team-based networked video game, the method comprising: 
 receiving a roster of characters;    receiving, for each character, a set of in-game attributes;    receiving, for each character, a history of games played;    modifying, for each character, the set of in-game attributes and the history of games played according to an experience of the character in the networked video game.    
   
   
       16 . The method as set forth in  claim 15 , wherein the set of in-game attributes comprises speed.  
   
   
       17 . The method as set forth in  claim 15 , wherein the set of in-game attributes comprises power.  
   
   
       18 . The method as set forth in  claim 15 , wherein the set of in-game attributes comprises range.  
   
   
       19 . The method as set forth in  claim 15 , wherein the set of in-game attributes comprises agility.  
   
   
       20 . A method of developing attributes of a character participating in a team-based networked video game, the method comprising: 
 maintaining an accumulation of experience points;    maintaining an accumulation of parameter points;    maintaining an accumulation of skill points;    receiving an action according to the game; and    modifying at least one of the accumulation of experience points, the accumulation of parameter points and the accumulation of skill points according to the action.    
   
   
       21 . The method as set forth in  claim 20 , wherein modifying the accumulation of experience points comprises incrementing the accumulation of experience points.  
   
   
       22 . A method of hosting an event comprising a plurality of team-based networked video games, the method comprising: 
 maintaining a registration database comprising: 
 a list of teams participating in the event; and  
 for each team, a roster of characters associated with the team;  
   generating a schedule of games;    creating the games;    maintaining a team performance database comprising a plurality of team records associated with a plurality of teams participating in the event;    maintaining a character performance database comprising a plurality of records associated with characters participating in the event; and    displaying results according to the games.    
   
   
       23 . The method as set forth in  claim 22 , wherein a team record comprises information according to a plurality of records according to a plurality of characters associated with the team.  
   
   
       24 . The method as set forth in  claim 22 , wherein the generating comprises: 
 receiving an event type;    receiving an event style;    receiving a record of points for characters on the roster of each team;    calculating composite points for each team;    ranking teams according to composite points; and    generating a schedule according to the ranking and the event style.    
   
   
       25 . The method as set forth in  claim 24 , wherein the receiving of a record of points comprises receiving experience points.  
   
   
       26 . The method as set forth in  claim 24 , wherein the receiving of a record of points comprises receiving parameter points.  
   
   
       27 . The method as set forth in  claim 24 , wherein the receiving of a record of points comprises receiving skill points.  
   
   
       28 . The method as set forth in  claim 24 , wherein the receiving of an event type comprises receiving one of a group consisting of a tournament, a league, and a contest.  
   
   
       29 . The method as set forth in  claim 24 , wherein the receiving of an event style comprises receiving one of a group consisting of single elimination, double elimination, and round robin.  
   
   
       30 . A system adapted to host an event comprising a plurality of team-based networked video games, the system comprising: 
 a server adapted to communicate with a plurality of player computers on a computer network;    a website comprising a software program residing on at least one web computer, the website being adapted to: 
 cause the at least one web computer to communicate with the server; and  
 cause the at least one web computer to communicate with the plurality of player computers; and  
   a game client comprising a software program residing on at least one player computer, the game client being adapted to: 
 cause the at least one player computer to permit a player to participate in a team-based network video game; and  
 communicate with the server according to actions occurring in the video game.  
   
   
   
       31 . The system as set forth in  claim 30 , wherein the server is further adapted to: 
 maintain a database comprising records according to a plurality of players in a team-based networked video game;    receive actions occurring in the video game according to at least one player; and    modify at least one record according to the at least one player according to the received actions.

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