CONFLICT RESOLUTION IN ASYNCHRONOUS MULTIPLAYER GAMES

A method and system to host a computer-implemented multiplayer game includes functionality to identify and resolve conflicts resulting from asynchronous game play. Client system game state information that changes responsive to in-game actions performed on a client system is intermittently synchroni...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: MILLER SCOTT G, MALLE NIMAI
Format: Patent
Sprache:eng
Schlagworte:
Online-Zugang:Volltext bestellen
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page
container_issue
container_start_page
container_title
container_volume
creator MILLER SCOTT G
MALLE NIMAI
description A method and system to host a computer-implemented multiplayer game includes functionality to identify and resolve conflicts resulting from asynchronous game play. Client system game state information that changes responsive to in-game actions performed on a client system is intermittently synchronized with authoritative game state information, during which the in-game actions may be validated. Actions that fail a prerequisite check based on the authoritative game state information are analyzed in automated fashion to determine whether they are redundant actions that fail the prerequisite check owing to their having been performed with respect to outdated client system game state information. One or more remedial actions are performed for respective redundant actions, e.g., by allowing the redundant action and modifying the game state, by restoring spent resources to affected players, or by disallowing both the redundant action and an associated preempting action.
format Patent
fullrecord <record><control><sourceid>epo_EVB</sourceid><recordid>TN_cdi_epo_espacenet_US2016101357A1</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>US2016101357A1</sourcerecordid><originalsourceid>FETCH-epo_espacenet_US2016101357A13</originalsourceid><addsrcrecordid>eNrjZDB19vdz8_F0DlEIcg329wkN8fT3U_D0U3AMjvRz9gjy9_MPDVbwDfUJ8QzwcYx0DVJwd_R1DeZhYE1LzClO5YXS3AzKbq4hzh66qQX58anFBYnJqXmpJfGhwUYGhmaGBobGpuaOhsbEqQIAykwpEg</addsrcrecordid><sourcetype>Open Access Repository</sourcetype><iscdi>true</iscdi><recordtype>patent</recordtype></control><display><type>patent</type><title>CONFLICT RESOLUTION IN ASYNCHRONOUS MULTIPLAYER GAMES</title><source>esp@cenet</source><creator>MILLER SCOTT G ; MALLE NIMAI</creator><creatorcontrib>MILLER SCOTT G ; MALLE NIMAI</creatorcontrib><description>A method and system to host a computer-implemented multiplayer game includes functionality to identify and resolve conflicts resulting from asynchronous game play. Client system game state information that changes responsive to in-game actions performed on a client system is intermittently synchronized with authoritative game state information, during which the in-game actions may be validated. Actions that fail a prerequisite check based on the authoritative game state information are analyzed in automated fashion to determine whether they are redundant actions that fail the prerequisite check owing to their having been performed with respect to outdated client system game state information. One or more remedial actions are performed for respective redundant actions, e.g., by allowing the redundant action and modifying the game state, by restoring spent resources to affected players, or by disallowing both the redundant action and an associated preempting action.</description><language>eng</language><subject>AMUSEMENTS ; CARD, BOARD, OR ROULETTE GAMES ; ELECTRIC COMMUNICATION TECHNIQUE ; ELECTRICITY ; GAMES ; GAMES NOT OTHERWISE PROVIDED FOR ; HUMAN NECESSITIES ; INDOOR GAMES USING SMALL MOVING PLAYING BODIES ; SPORTS ; TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION ; VIDEO GAMES</subject><creationdate>2016</creationdate><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&amp;date=20160414&amp;DB=EPODOC&amp;CC=US&amp;NR=2016101357A1$$EHTML$$P50$$Gepo$$Hfree_for_read</linktohtml><link.rule.ids>230,308,776,881,25543,76293</link.rule.ids><linktorsrc>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&amp;date=20160414&amp;DB=EPODOC&amp;CC=US&amp;NR=2016101357A1$$EView_record_in_European_Patent_Office$$FView_record_in_$$GEuropean_Patent_Office$$Hfree_for_read</linktorsrc></links><search><creatorcontrib>MILLER SCOTT G</creatorcontrib><creatorcontrib>MALLE NIMAI</creatorcontrib><title>CONFLICT RESOLUTION IN ASYNCHRONOUS MULTIPLAYER GAMES</title><description>A method and system to host a computer-implemented multiplayer game includes functionality to identify and resolve conflicts resulting from asynchronous game play. Client system game state information that changes responsive to in-game actions performed on a client system is intermittently synchronized with authoritative game state information, during which the in-game actions may be validated. Actions that fail a prerequisite check based on the authoritative game state information are analyzed in automated fashion to determine whether they are redundant actions that fail the prerequisite check owing to their having been performed with respect to outdated client system game state information. One or more remedial actions are performed for respective redundant actions, e.g., by allowing the redundant action and modifying the game state, by restoring spent resources to affected players, or by disallowing both the redundant action and an associated preempting action.</description><subject>AMUSEMENTS</subject><subject>CARD, BOARD, OR ROULETTE GAMES</subject><subject>ELECTRIC COMMUNICATION TECHNIQUE</subject><subject>ELECTRICITY</subject><subject>GAMES</subject><subject>GAMES NOT OTHERWISE PROVIDED FOR</subject><subject>HUMAN NECESSITIES</subject><subject>INDOOR GAMES USING SMALL MOVING PLAYING BODIES</subject><subject>SPORTS</subject><subject>TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION</subject><subject>VIDEO GAMES</subject><fulltext>true</fulltext><rsrctype>patent</rsrctype><creationdate>2016</creationdate><recordtype>patent</recordtype><sourceid>EVB</sourceid><recordid>eNrjZDB19vdz8_F0DlEIcg329wkN8fT3U_D0U3AMjvRz9gjy9_MPDVbwDfUJ8QzwcYx0DVJwd_R1DeZhYE1LzClO5YXS3AzKbq4hzh66qQX58anFBYnJqXmpJfGhwUYGhmaGBobGpuaOhsbEqQIAykwpEg</recordid><startdate>20160414</startdate><enddate>20160414</enddate><creator>MILLER SCOTT G</creator><creator>MALLE NIMAI</creator><scope>EVB</scope></search><sort><creationdate>20160414</creationdate><title>CONFLICT RESOLUTION IN ASYNCHRONOUS MULTIPLAYER GAMES</title><author>MILLER SCOTT G ; MALLE NIMAI</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-epo_espacenet_US2016101357A13</frbrgroupid><rsrctype>patents</rsrctype><prefilter>patents</prefilter><language>eng</language><creationdate>2016</creationdate><topic>AMUSEMENTS</topic><topic>CARD, BOARD, OR ROULETTE GAMES</topic><topic>ELECTRIC COMMUNICATION TECHNIQUE</topic><topic>ELECTRICITY</topic><topic>GAMES</topic><topic>GAMES NOT OTHERWISE PROVIDED FOR</topic><topic>HUMAN NECESSITIES</topic><topic>INDOOR GAMES USING SMALL MOVING PLAYING BODIES</topic><topic>SPORTS</topic><topic>TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION</topic><topic>VIDEO GAMES</topic><toplevel>online_resources</toplevel><creatorcontrib>MILLER SCOTT G</creatorcontrib><creatorcontrib>MALLE NIMAI</creatorcontrib><collection>esp@cenet</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>MILLER SCOTT G</au><au>MALLE NIMAI</au><format>patent</format><genre>patent</genre><ristype>GEN</ristype><title>CONFLICT RESOLUTION IN ASYNCHRONOUS MULTIPLAYER GAMES</title><date>2016-04-14</date><risdate>2016</risdate><abstract>A method and system to host a computer-implemented multiplayer game includes functionality to identify and resolve conflicts resulting from asynchronous game play. Client system game state information that changes responsive to in-game actions performed on a client system is intermittently synchronized with authoritative game state information, during which the in-game actions may be validated. Actions that fail a prerequisite check based on the authoritative game state information are analyzed in automated fashion to determine whether they are redundant actions that fail the prerequisite check owing to their having been performed with respect to outdated client system game state information. One or more remedial actions are performed for respective redundant actions, e.g., by allowing the redundant action and modifying the game state, by restoring spent resources to affected players, or by disallowing both the redundant action and an associated preempting action.</abstract><oa>free_for_read</oa></addata></record>
fulltext fulltext_linktorsrc
identifier
ispartof
issn
language eng
recordid cdi_epo_espacenet_US2016101357A1
source esp@cenet
subjects AMUSEMENTS
CARD, BOARD, OR ROULETTE GAMES
ELECTRIC COMMUNICATION TECHNIQUE
ELECTRICITY
GAMES
GAMES NOT OTHERWISE PROVIDED FOR
HUMAN NECESSITIES
INDOOR GAMES USING SMALL MOVING PLAYING BODIES
SPORTS
TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHICCOMMUNICATION
VIDEO GAMES
title CONFLICT RESOLUTION IN ASYNCHRONOUS MULTIPLAYER GAMES
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-27T01%3A07%3A04IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-epo_EVB&rft_val_fmt=info:ofi/fmt:kev:mtx:patent&rft.genre=patent&rft.au=MILLER%20SCOTT%20G&rft.date=2016-04-14&rft_id=info:doi/&rft_dat=%3Cepo_EVB%3EUS2016101357A1%3C/epo_EVB%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_id=info:pmid/&rfr_iscdi=true