System for Pre-Caching Game Content Based on Game Selection Probability
Abstract
A system for serving digital games to clients has an Internet-connected server, a digital data repository coupled to the Internet-connected server, the data repository storing digital resources for playing a plurality of games on a computerized appliance; and software executing on the Internet-connected server from a non-transitory physical medium, the software providing a first function determining for a specific client a list of games by probability of subsequent client selection, a second function causing transmission of resources for the list of games determined by the first function, directed to a computerized appliance associated with client, beginning with the most probable game in the list.
Claims
exact text as granted — not AI-modifiedWhat is claimed is:
1 . A system for serving digital games to clients comprising:
an Internet-connected server; a digital data repository coupled to the Internet-connected server, the data repository storing digital resources for playing a plurality of games on a computerized appliance; and software executing on the Internet-connected server from a non-transitory physical medium, the software providing: a first function determining for a specific client a list of games by probability of subsequent client selection; and a second function causing transmission of resources for the list of games determined by the first function, directed to a computerized appliance associated with client, beginning with the most probable game in the list.
2 . The system of claim 1 , wherein the data repository includes client game-selection history, and probability of game selection is based in part on the client game selection history.
3 . The system of claim 1 , wherein the data repository includes client demographics, and probability of game selection is based in part on the client demographics.
4 . The system of claim 1 , wherein the data repository includes statistics regarding game popularity among multiple clients, and probability for game selection is based in part on the popularity statistics.
5 . The system of claim 1 , wherein the data repository includes information on game component purchase history, and probability of game selection is based in part on the game component purchase history for the client.
6 . The system of claim 1 , wherein the resources comprise one or more of metadata, scripting, images, audio, and game objects.
7 . The system of claim 1 , wherein resources from more than one game are transmitted serially from most probable to least probable for the listed games.
8 . The system of claim 1 , wherein resources from more than one game are transmitted in parallel, sharing a single path or over plural pathways.
9 . The system of claim 1 , further comprising a selection feedback channel for reporting client game selection in real time.
10 . The system of claim 1 , wherein client navigation is tracked in a game, and the probability of game selection in based in part on the client navigation.
11 . A method for serving digital games to clients comprising the steps of:
(a) determining for a specific client a list of games by probability of subsequent client selection; (b) causing transmission of resources for the list of games determined by the first function, directed to a computerized appliance associated with specific client, beginning with the most probable game in the list.
12 . The method of claim 11 , wherein determination in step (a) includes client game-selection history.
13 . The method of claim 11 , wherein determination in step (a) includes client demographics.
14 . The method of claim 11 , wherein determination in step (a) includes statistics regarding game popularity among multiple clients.
15 . The method of claim 11 , wherein determination in step (a) includes information on game component purchase history.
16 . The method of claim 11 , wherein the resources comprise one or more of metadata, scripting, images, audio, and game objects.
17 . The method of claim 11 , wherein resources from more than one game are transmitted serially from most probable to least probable for the listed games.
18 . The method of claim 11 , wherein resources from more than one game are transmitted in parallel, sharing a single path or over plural pathways.
19 . The method of claim 11 , further comprising gathering client game selection in real time via a feedback channel.
20 . The method of claim 1 , wherein client navigation is tracked in a game, and the probability of game selection in based in part on the client navigation.Cited by (0)
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