US2010113158A1PendingUtilityA1

Method and apparatus for hosting a distributed virtual world system

Assignee: IBMPriority: Nov 6, 2008Filed: Nov 6, 2008Published: May 6, 2010
Est. expiryNov 6, 2028(~2.3 yrs left)· nominal 20-yr term from priority
A63F 13/12H04L 67/131H04L 67/55A63F 13/31A63F 13/358A63F 2300/534A63F 13/30
53
PatentIndex Score
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Claims

Abstract

A method and apparatus for hosting a virtual world system including clients and game engine servers, is provided. One implementation involves providing a publication and subscription framework, interfacing the clients with the framework using a plurality of client proxies, interfacing each game engine server with the framework using a game engine agent, and decoupling the proxies from the game engine servers using the framework.

Claims

exact text as granted — not AI-modified
1 . An apparatus for hosting a virtual world system including clients and game engine servers, comprising:
 a publication and subscription framework;   a plurality of client proxies configured for interfacing the clients with the framework; and   multiple game engine agents, each agent configured for interfacing a corresponding game engine server with the framework;   wherein the framework is configured for decoupling the proxies from the game engine servers.   
   
   
       2 . The apparatus of  claim 1 , wherein the framework is further configured for providing data publication and subscription services for the proxies and agents. 
   
   
       3 . The apparatus of  claim 2 , wherein the framework includes a filtering service configured for filtering game data flowing between the game engine servers and the proxies. 
   
   
       4 . The apparatus of  claim 2 , wherein the framework includes a subscription service configured for allowing a proxy server to subscribe to topics relevant for corresponding clients. 
   
   
       5 . The apparatus of  claim 4 , wherein the framework includes a publication service configured for allowing a game engine server to publish data changes for each object or player it is managing once per game cycle, wherein a subscribing proxy can aggregate data from the framework and forward the aggregated data to said corresponding clients. 
   
   
       6 . The apparatus of  claim 1 , wherein the framework includes a prioritization function configured for prioritizing data flows between game engine servers and proxies via the agents, allowing association of a priority along with any data publication. 
   
   
       7 . The apparatus of  claim 1 , wherein the clients communicate with the proxies using a User Datagram Protocol (UDP) protocol over a network. 
   
   
       8 . The apparatus of  claim 1 , wherein the proxies communicate with the game engine servers via the framework using UDP multicasting protocol. 
   
   
       9 . The apparatus of  claim 1 , wherein the proxies communicate with the game engine servers via the framework using TCP (transport control protocol) protocol. 
   
   
       10 . A distributed virtual world game system, comprising:
 multiple clients and game engine servers;   a hosting apparatus configured for hosting the virtual world system, comprising:
 a publication and subscription framework; 
 a plurality of client proxies configured for interfacing the clients with the framework; and 
 multiple game engine agents, each agent configured for interfacing a corresponding game engine server with the framework; 
   wherein the framework is configured for decoupling the proxies from the game engine servers.   
   
   
       11 . The game system of  claim 10 , wherein the framework is further configured for providing data publication and subscription services for the proxies and agents. 
   
   
       12 . The game system of  claim 11 , wherein the framework includes a filtering service configured for filtering game data flowing between the game engine servers and the proxies. 
   
   
       13 . The game system of  claim 11 , wherein the framework includes a subscription service configured for allowing a proxy server to subscribe to topics relevant for corresponding clients. 
   
   
       14 . The game system of  claim 13 , wherein the framework includes a publication service configured for allowing a game engine server to publish data changes for each object or player it is managing once per game cycle, wherein a subscribing proxy can aggregate data from the framework and forward the aggregated data to said corresponding clients. 
   
   
       15 . The game system of  claim 10 , wherein the framework includes a prioritization function configured for prioritizing data flows between game engine servers and proxies via the agents, allowing association of a priority along with any data publication. 
   
   
       16 . A method of hosting a virtual world system including clients and game engine servers, comprising:
 providing a publication and subscription framework;   interfacing the clients with the framework using a plurality of client proxies;   interfacing each game engine server with the framework using a game engine agent; and   decoupling the proxies from the game engine servers using the framework.   
   
   
       17 . The method  claim 16 , further including providing data publication and subscription services for the proxies and agents. 
   
   
       18 . The method of  claim 17 , further including a filtering service configured for filtering game data flowing between the game engine servers and the proxies. 
   
   
       19 . The method of  claim 17 , further including:
 allowing a proxy server to subscribe to topics relevant for corresponding clients via a subscription service of the framework; and   allowing a game engine server to publish data changes for each object or player it is managing once per game cycle, wherein a subscribing proxy can aggregate data from the framework and forward the aggregated data to said corresponding clients.   
   
   
       20 . The method of  claim 16  further including prioritizing data flows between game engine servers and proxies via the agents, allowing association of a priority along with any data publication.

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