US2007270225A1PendingUtilityA1

Multi-player game employing dynamic re-sequencing

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Assignee: NETAMIN COMM CORPPriority: Nov 14, 2000Filed: May 29, 2007Published: Nov 22, 2007
Est. expiryNov 14, 2020(expired)· nominal 20-yr term from priority
H04L 67/131G06Q 30/00H04L 12/28A63F 2300/534A63F 2300/50A63F 2300/5593G07F 17/32G07F 17/3276A63F 2300/407A63F 13/358
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Claims

Abstract

A solution for network latency inherent in a multiplayer online game involving more than two players is disclosed. The solution is a dynamic re-sequencing and synchronization mechanism that enables seamless and simultaneous participation by remote users, such that an event can have an immediate and consequential effect on a related event without the unwanted effects resulting from network latency.

Claims

exact text as granted — not AI-modified
1 . A method of compensating for network latency in an online event utilizing a plurality of participants, the method comprising providing an awareness of an action and an initial opportunity to react to the action first to one of the participants acting as an interceptor and, subsequently, providing an awareness of the action to two other ones of the participants acting as an initiator and a receiver.  
   
   
       2 . The method according to  claim 1 , wherein: 
 the method further comprises qualifying one of the participants as the initiator, qualifying one of the participants as the receiver, and qualifying one of the participants as the interceptor;    a reaction by the interceptor results in an outcome signal, which is conveyed to each of the initiator, receiver and interceptor at a specific time for each; and    the outcome signal comprises instructions regarding the time to display the reaction.    
   
   
       3 . The method according to  claim 2 , and further comprising qualifying the initiator, the receiver, and the interceptor.  
   
   
       4 . The method according to  claim 3 , wherein the receiver has the initial opportunity to react to the reaction.  
   
   
       5 . The method according to  claim 3 , wherein the qualifying of the initiator comprises determining which participant is in possession of a game object.  
   
   
       6 . The method according to  claim 3 , wherein the qualifying of the receiver comprises determining to which participant the initiator is attempting to convey a game object.  
   
   
       7 . The method according to  claim 3 , wherein the qualifying of an interceptor comprises taking into account one or more of established rules of the game, particular participant parameters defined by the game, and in-game situations.  
   
   
       8 . The method according to  claim 1 , wherein: 
 the method further comprises qualifying all participants in the game as members of either an active group or an awaiting group; and    members of the awaiting group are qualified as members of the active group according to a pre-determined, game-specific formula.    
   
   
       9 . The method according to  claim 1 , wherein the game comprises at least two teams, and wherein the initiator and the receiver are on the same team.  
   
   
       10 . The method according to  claim 1 , wherein the providing of an awareness of an action comprises providing a display of an occurrence of an action.  
   
   
       11 . A method of compensating for network latency in an online event utilizing participants who during play can assume roles of an initiator, a receiver, and an interceptor, the method comprising: 
 initiating an action, the action being initiated by an initiator and directed to a receiver;    providing an awareness of the action and an initial opportunity to react to the action first to the interceptor;    providing an awareness of the action to the initiator and the receiver.    
   
   
       12 . The method according to  claim 11 , wherein: 
 the online event requires more than two participants; and    a client structure of the online event utilizes at least one server.    
   
   
       13 . The method according to  claim 11 , wherein: 
 a reaction by the interceptor, following the providing of an awareness of the action to the interceptor, results in an outcome signal; and    the receiver has the initial opportunity to react to the reaction by the interceptor.    
   
   
       14 . The method according to  claim 13 , wherein: 
 the outcome signal is conveyed to each of the initiator, receiver and interceptor at a specific time for each; and    the outcome signal comprises instructions regarding the time to display the reaction.    
   
   
       15 . The method according to  claim 11 , wherein: 
 the initiator is the participant who is in possession of a game object; and    the receiver is the participant to whom the initiator is attempting to convey the game object.    
   
   
       16 . A method of compensating for network latency in an online event utilizing a plurality of participants, the method comprising: 
 detecting an occurrence of an action, which has been instigated by an initiator;    providing an awareness of the action and an initial opportunity to react to the action first to an interceptor; and    providing an awareness of the action to the initiator and to an intended receiver of the action.    
   
   
       17 . The method according to  claim 16 , wherein: 
 the online event requires more than two participants; and    a client structure of the online event utilizes at least one server.    
   
   
       18 . The method according to  claim 16 , wherein: 
 a reaction is made by the interceptor in response to the action; and    the intended receiver has an initial opportunity to respond to the reaction.    
   
   
       19 . The method according to  claim 16 , wherein: 
 the method further comprises qualifying one of the participants as the initiator, qualifying one of the participants as the receiver, and qualifying one of the participants as the interceptor;    the qualifying of the initiator comprises determining a participant that is in possession of a game object; and    the qualifying of a receiver comprises determining to which participant the initiator is attempting to convey a game object.    
   
   
       20 . The method according to  claim 16 , wherein a client structure of the online event utilizes at least one server and the online event requires more than two participants.

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