专利摘要:
METHOD FOR PROVIDING AN INTERACTIVE ELECTRONIC GAME, STORAGE MEDIA, AND, SYSTEM Various modalities of the invention advantageously provide systems, devices, processes and methods of providing an interactive electronic game. Some of these methods include: detecting a loss of connection through a distributed network with a first user accessing and participating remotely in an interactive electronic game in progress; determining, in response to the detection of loss of connection with the first user, a state of play associated with the first user; determine whether a confirmation is received from the first user confirming that the first user intends to rejoin the interactive game; and retain in response to the determination that confirmation is received, the state of play.
公开号:BR112013026991B1
申请号:R112013026991-0
申请日:2012-04-12
公开日:2021-01-26
发明作者:Brian Douglas Buhr
申请人:Sony Computer Entertainment America Llc;
IPC主号:
专利说明:

[0001] [001] This application is a continuation of US Patent Application 13 / 188,631, filed on July 22, 2011, to Brain Buhr, entitled “METHOD AND APPARATUS FOR USE IN PRESERVING A GAME STATE”, which claims the benefit of the Interim Application 61 / 477,104, filed on April 19, 2011, to Brain Buhr, entitled METHOD AND APPARATUS FOR USE IN PRESERVING A GAME STATE, all contents and disclosures of which are incorporated herein by reference in their entirety. BACKGROUND OF THE INVENTION 1. Field of the Invention
[0002] [002] The present invention generally refers to computer simulations and, more specifically, to user interaction with simulations. 2. Discussion of Related Technique
[0003] [003] Many simulation systems, such as computers, game systems and / or entertainment systems, allow users to interact with simulations, such as interactive game simulations. Likewise, some systems allow multiple users to participate in interactive game simulations. Typically, multiple users communicate with one or more other simulation systems to provide at least some control over the game simulation's reproduction. For example, in some cases, users use one or more input devices, such as a keyboard, mouse, joystick, hand controller, game controller, or other controller. A user or player uses the controller to send commands or other instructions that affect the control and / or reproduction of the simulation. For example, the controller may be provided with one or more manipulators that are operated by a user, such as a joystick, one or more buttons, roller ball, scroll wheel and / or other such manipulators, so that the signals corresponding to the manipulation of one or more of the manipulators is sent to a local simulation system and / or other remote simulation systems.
[0004] [004] It is in relation to these and other background information factors that the present invention has evolved. SUMMARY OF THE INVENTION
[0005] [005] Various embodiments of the invention advantageously satisfy the above needs, as well as other needs, by providing methods for providing an interactive electronic game. Some of these methods include: detecting a loss of connection through a distributed network with a first user who remotely accesses and participates in an interactive electronic game in progress; determining, in response to the detection of loss of connection with the first user, a state of play associated with the first user; determine whether a confirmation is received from the first user confirmation that the first user intends to rejoin the interactive game; and retain, in response to the determination that confirmation is received, the state of play.
[0006] [006] Some embodiments can be characterized as one or more computer program products that comprise a means for incorporating a computer program for input to a processor-based system and a computer program incorporated in the medium for making the system processor-based perform the steps of: detecting a loss of connection through a distributed network with a first user who remotely accesses and participates in an interactive electronic game in progress; determining, in response to the detection of loss of connection with the first user, a state of play associated with the first user; determine whether a confirmation is received from the first user confirming that the first user intends to rejoin the interactive game; and retain, in response to the determination that confirmation is received, the state of play.
[0007] [007] Other modalities can be characterized as systems configured to allow users to participate in an interactive game, these systems comprise: means for detecting a loss of connection through a distributed network with a first user who remotely accesses and participates in an interactive electronic game in progress; means for determining, in response to detecting the loss of connection with the first user; a game state associated with the first user; means of determining whether a confirmation is received from the first user's confirmation that the first user intends to re-enter the interactive game; and means for retaining, in response to the determination that confirmation is received, the state of play. BRIEF DESCRIPTION OF THE DRAWINGS
[0008] [008] The foregoing aspects and other aspects, characteristics and advantages of various modalities of the present invention will be more evident from the following more particular description of the same, presented together with the following drawings.
[0009] [009] FIG. 1 illustrates a simplified flow diagram of a process for retaining statistics and / or a user's position within an active interactive electronic simulation, for example, as a result of a connection failure.
[0010] [0010] FIG. 2 represents a simplified flow diagram of a user's re-entry process to an active game after the user was previously removed from the game, according to some modalities.
[0011] [0011] FIG. 3 is an illustration of communications between system components when a user re-enters an active game.
[0012] [0012] FIG. 4 is an illustration of communications between the components of the system in the reentry of a user to an active game according to some modalities.
[0013] [0013] FIG. 5 represents a simplified flow diagram of a process for determining whether a user intends to return and rejoin the game after a loss of connection to the user is detected.
[0014] [0014] FIG. 6 represents a simplified flow diagram of a process from a remote source, such as a third party service, providing information about the secondary communication mode associated with a user who has lost connection to the game server.
[0015] [0015] FIG. 7 represents a simplified flow diagram of a process implemented by a third device to contact a user using a secondary communication mode to determine whether a user has lost the connection to the game server that he intends to return to and rejoin the game.
[0016] [0016] FIG. 8 represents a simplified flow diagram of a process according to some modalities that takes other users into account to determine whether to allow a user who has lost connection to the game server to rejoin the game.
[0017] [0017] FIG. 9 represents a simplified flow diagram of a process according to some modalities that determines whether a user who has lost a connection to the game server is allowed to rejoin the active game.
[0018] [0018] FIG. 10 represents a simplified flow diagram of a process according to some modalities of adding a user to a game or other simulation.
[0019] [0019] FIG. 11 shows a simplified flow diagram of an exemplary process according to some modalities in controlling a game or other simulation in response to the detection of an accidental loss of connection with a user.
[0020] [0020] FIG. 12 represents a simplified block diagram of a system according to some modalities that allows users to participate in an interactive simulation and provides even more functionality to allow a user to maintain a user's position within a game or other simulation.
[0021] [0021] FIG. 13 represents a simplified block diagram illustrating a user device or system that operates according to some modalities to allow a user to access and enter an interactive simulation, such as an interactive online game.
[0022] [0022] FIG. 14 is a block diagram of a system or device that can be used to implement the various modalities described here.
[0023] [0023] FIG. 15 is a block diagram of a device, system or user device that can be used to implement the various modalities described here.
[0024] [0024] The corresponding reference characters indicate corresponding components throughout the various views of the drawings. Those skilled in the art will realize that the elements in the figures are illustrated for simplicity and clarity and were not necessarily drawn to scale. For example, the dimensions of some of the elements of the figures can be exaggerated in relation to other elements to help improve the understanding of various embodiments of the present invention. In addition, common, but well understood, elements that are useful or necessary for a commercially viable modality are often not represented in order to facilitate a less obstructed view of these various modalities of the present invention. DESCRIPTION OF THE MODALITIES
[0025] [0025] The following description should not be taken in a limiting sense, but is done only for the purpose of describing the general principles of exemplary modalities. The scope of the invention must be determined with reference to the claims.
[0026] [0026] Many multi-user computer simulations allow users to connect and join a simulation over a distributed network, such as the Internet, a local area network or other distributed networks. A participant device connected to the distributed network may have difficulty maintaining a connection over the distributed network or maintaining a connection sufficiently effective to continue participating in the simulation. It is a common problem for participants in a simulation, such as an interactive video game, loss of connection or experience of connectivity or insufficient bandwidth with a simulation management or hosting device, such as a game server, or experience of others difficulties with your system and / or communication with other devices that host the game simulation. The loss of connection, insufficient connectivity and / or other problems that can prevent a user from joining and / or effectively joining the simulation can result from a number of things or combinations of things, such as a problem and device failure (e.g., a game client failure), loss of internet connection, temporary reduction of network connection bandwidth causing the server to disconnect, short and / or interrupted power cycle, or for other reasons.
[0027] [0027] When a loss of connection, sufficiently degraded connectivity is experienced and / or other such problems that interfere with the ability of users to participate effectively in a simulation are often experienced by a participant in a simulation (for example, a player ) loses its place or position on the hosting device or simulation server and within the simulation. As a specific example, often when connectivity is lost between an electronic game server hosting an interactive electronic game and a user's game console, the player who participates through the game console loses his place on the server. game, and usually loses its association or position with the companions or friends who also participate in the simulation. The user may also lose his status, position, points, levels and other statistics; be forced to accept a “loss” or “exit” result; and / or may be unable to rejoin the game or the same team within the game, because the game or the team has become complete with other participants (for example, an alternate user joins the game as a result of the open position within the game as a result of the loss of connection from the first user).
[0028] [0028] The present modalities provide methods and systems to retain a user's position within a simulation, as a result of a failure, disconnection, degraded connection or other factors that could result in the user being out of a simulation, such as a interactive game. In general, some modalities detect loss of connection and initiate a process of retaining a user's position, game states, statistics, attributes and the like. The user can then return to the simulation and resume participating in the simulation. In addition, some modalities maintain the user's statistics and / or position for the simulation in response to the receipt of a confirmation by the user that the user intends to return to the simulation.
[0029] [0029] In the following discussion, the modalities of the present invention are described with respect to a multiuser or multiplayer computer game, such as a video game, hosted by one or more game servers. However, it should be understood that the system and method described here are capable of being used with any computer simulation, game player, portable device and / or media player system, as well as any system, device or devices that provide users the ability to participate in a simulation. Likewise, the description that follows is generally described with reference to one or more loss of user connections. It will be apparent to those skilled in the art that the invention is not limited to the loss of a connection, but can be substantially based on any failure or problem that interferes with the user's ability to participate effectively and / or detect a user's failure to interact with the simulation, and in some cases, a failure to interact effectively (for example, when the interaction is only received intermittently, or another ineffective interaction).
[0030] [0030] FIG. 1 illustrates a simplified flow diagram of a process 110 for retaining a user's position, game state (for example, attributes, scores, statistics and others) within an active interactive simulation, such as an electronic game simulation, such as result of a connection failure or other factor that inhibits a user's ability to participate in the interactive simulation. Again, a connection failure can be a complete disconnection or can result from insufficient connectivity, bandwidth or the like that exceeds a threshold level such that the game server cannot accurately implement user control during the simulation of the game, a computer console or game failure that the user is using to participate in the simulation, a power failure, an involuntary action by the user (for example, the involuntary shutdown of the simulation, game console, computer or similar), or other failures. Process 110 can be used in a computer simulation, such as a computer game.
[0031] [0031] In step 112, a game server detects the loss of connection with the user participating in the game. The game server can detect the loss using one or more methods, such as periodic connection tests, detecting the lack of communication about the connection and / or a user, the lack of participation by a user, a direct communication from a user notifying the server of a problem and / or the expected loss of connection, and / or other such methods. As such, the user can still be connected, but the user may have the ability to proactively communicate with the game server to reserve his position, for example, if the user knows in advance that his game client is experiencing some problem before actually disconnecting and reconnecting, or in case the game server does not recognize the immediate disconnection and does not contact the user.
[0032] [0032] In step 114, a game state of the interactive game with which the user was participating is identified. The process continues at step 116 to determine whether a confirmation has been received from the user confirming that the user intends to return and rejoin the game. In some cases, this determination is limited by a threshold time period in which confirmation must be received within the threshold time period. In addition, in many embodiments, this confirmation can be received over a secondary mode or communication channel that is different from the lost connection between the game server and the user's game device or console. In addition, confirmation can be received in response to a question or request about the secondary communication mode from the game server, an alternative device or a third party device, as described in detail below.
[0033] [0033] When a confirmation is not received, process 110 ends. Alternatively, in cases where a confirmation is received that the user intends to rejoin the game, step 118 is introduced where a game state, state and / or statistics associated with the user is retained. The game state, state and / or statistics can include substantially all relevant information relevant to the user, active game, a position within a game, one or more teams, scores, levels, virtual characters, attributes (e.g., characteristics, resources, money, treasures, virtual equipment, powers, and the like), names and / or other such state information. For simplicity, the following description refers to the game state; however, it should be appreciated that the game state can be substantially any relevant information that helps to allow a user to re-enter an active simulation, such as an active game.
[0034] [0034] By retaining the game state the game server can subsequently allow the user to reconnect to the game server and rejoin the active game with no interruption or limited interruption of the game, and / or position of a user and been in the game. Note that, in some cases, one or more penalties, fines or other such consequences can be assessed for the user, in order to maintain the user's position within the active game as described below. The user, however, can return to the same game to participate again in the active game and, in some cases, maintain his position on a team within the game.
[0035] [0035] FIG. 2 represents a simplified flow diagram of a process 210 in reentering a user to an active game after the user has previously been removed from the game, according to some modalities. In step 212, a game server detects an attempt by a user to rejoin an active game and / or receive a request from a user to rejoin an active game. In step 214, the user is identified and the game or simulation that the user is trying to rejoin is identified.
[0036] [0036] Process 210 then continues to step 216, where it is determined whether the identified user should be allowed to rejoin the active game. This determination may include one or more considerations and / or factors, such as, but not limited to, one or more time thresholds, whether the game is still active, user authentication, user account status, user adhesion or account level, whether payment was received, authorization from one or more other participants in the active game, connection and / or network capabilities, system capabilities, game console capabilities and other factors or combinations of such factors. In cases where it is determined that the user is not being rejoined to the game, the process proceeds to step 220 where the user is notifying that he is not being rejoined to the game. In some cases, details of why the user is not being reentered can be provided. Process 210 then ends.
[0037] [0037] Alternatively, when it is determined in step 216 that a user must be rejoined, step 222 is introduced where the user is rejoined for the active game. In step 224, the game state (s) and / or statistics associated with the rejoined user are restored. The statistics for the players are usually held in the game server's memory and usually kept at least until the current round or game is completed. Some game servers may additionally retain some or all of the statistics, such as in a database and / or associated with a user. In some modalities, if a player disconnects before the end of the game, instead of presenting the statistics early to the database, the game server can keep the statistics in memory until the player's reserve time window in which the player player can rejoin the game wait time or the player confirms that he is not returning. Alternatively, when the player rejoins the game, the server can continue to maintain the statistics and associate those statistics with the player when the player is reconnected to the game.
[0038] [0038] Again, as described above, the statistics and / or exact state of the game, at the time the connection has been lost or detected, cannot be reestablished as a result of, for example, penalties or other factors as described above and below. For example, in order to maintain the user's position within the game, the user may have been required to take measures that could reduce the score, count, total, dollar amount or the like (for example, continuing to bet during a simulation of gambling, using features such as firing a weapon or using special energy and the like). Likewise, the system may have implemented actions on behalf of the user to maintain the user's position and / or threshold or to avoid adverse consequences for the user's position, a character within the game, and / or other users participating in the game. .
[0039] [0039] As presented above, in some modalities, the confirmation that a user intends to re-enter and return to an active game in response to the loss of connection is obtained through an alternative or secondary mode or method of communication. Because the connection between the game server and the game device used by the user may be lost, or insufficient, confirmation cannot normally be obtained through the primary connection that was lost. As such, some modalities implement an alternative mode of communication to communicate with the user to receive confirmation that the user intends to rejoin the game.
[0040] [0040] FIG. 3 is an illustration of the communication between the components of the system in the reentry of a user to an active game. In some embodiments, a user or user device (for example, a gaming console or player) 312 provides, in step 340, one or more alternative or secondary modes of communication for the gaming platform, game service, device (s ) external or third-party hosting, and / or other third-party services 314. The identified modes of communication can substantially include any modes of communication that are different from the loss of connection and / or that are carried out through a communication, channel or different path. For example, the alternative communication mode may include one or more, but not limited to, telephone communication, wireless and / or cellular communication, text messaging, short message service (SMS), e-mail, messaging mechanisms game platform, fax machine, social networking (SN) applications and / or Internet sites, game or game platform internet sites, one or more other game players in the active game, and other such modes or combinations of such modes. In addition, the one or more alternative modes of communication can be defined through a registration process and / or by initially joining a simulation.
[0041] [0041] The server, in step 342, activates an interactive game in response to instructions from user 312 and / or allows user 312 to join an interactive game already active on a distribution network that is being hosted by one or more game servers 316. Upon detection at the game server 316 that the connection to the user is lost, the game server, in step 344, identifies the secondary communication mode and the corresponding information to implement the communication (for example, phone number, email address, and the like). The game server 316, in step 346, then communicates with the user about the secondary communication mode. In some cases, the communication includes a challenge message asking the user to confirm their intention to rejoin the game. User 312 can issue an acknowledgment at step 350 confirming the user's intention to rejoin the game. User 312 then starts to rejoin the game in step 352. As described above, in some cases, game server 316 continues to allow other users 320 to continue participating in step 360 in the interactive game, requesting confirmation for the user and / or when it is appropriate to re-enter user 312.
[0042] [0042] In some modalities, a third party service may communicate with the user, in an attempt to obtain confirmation that the user intends to rejoin the game. This can be initiated by the game server 316 by communicating with the third party service. This allows the third party service to obtain and retain the user's secondary mode of communication and relevant contact information, and release the game server and / or a gaming platform having to perform these tasks and retain the information. In other cases, however, certain levels of access, account status, updating and / or payment by the user are a condition to allow the user to join and take advantage of re-joining a game. In these cases, it can be beneficial for the platform and / or game server to keep the information to the user. In other cases, however, the game server and / or game platform may confirm that a user has sufficient account status or that they have paid fees before contacting the third party server to initiate the confirmation request , or the third party service may verify that the user can be rejoined.
[0043] [0043] FIG. 4 is an illustration of communication between the components of the system in the reentry of a user to an active game according to some modalities. A user 312 provides, in step 440, one or more alternative or secondary modes of communication for one or more third party services 314. User 312, in step 442, joins or activates an interactive game over a distributed network being hosted by a game server 316. In some implementations, the user may be instructed by the game server, in response to receiving a request to join or activate a game, to provide secondary communication mode and / or register with the third party service .
[0044] [0044] After detection on the game server 316 that the connection with the user is lost, the game server, in some modalities, issues a notification in step 444 to the third party service 314 that the connection with the user device 312 was lost. The third party service 314, in response to the news, identifies to the user and one or more corresponding secondary modes of communication and requests, in step 446, the user's confirmation that the user intends to rejoin the active game.
[0045] [0045] User 312, in response to the request, can issue a confirmation in step 450, confirming the user's intention to rejoin the game. After receiving the confirmation, the third party service 314 questions, in step 452, a notification to the game server 316 that the user has confirmed the intention to rejoin the game. Once communications have been reestablished, user 312 can then start, at step 454, to rejoin the game. Again, this initiation for reintegration can be limited for a threshold period of time.
[0046] [0046] FIG. 5 represents a simplified flow diagram of a 510 process to determine whether a user intends to return and rejoin the game after a loss of connection to the user is detected. In some implementations, process 510 can be used to implement some or all of the steps 116 of process 110 of FIG. 1. In step 512, a secondary communication mode is identified to communicate with the user. In step 514, a challenge or request is issued, using the secondary communication mode, requesting confirmation that the user intends to rejoin the active game. Again, this request provides the user with the possibility to reserve their position for reconnection (which can be limited for a threshold period of time).
[0047] [0047] In step 516, the process determines whether a confirmation is received from the user confirming the intention to rejoin the game. This confirmation is typically received during secondary communication mode. For example, the user can respond with a tone or verbal command (for example, when the secondary communication mode is via phone or cell phone); the user can reply via text message and / or short message service (SMS) (for example, reply with a numeric answer or other predefined code reply via a text message), e-mail; gaming platform messaging mechanisms; fax; social media applications and / or websites, game, game platform and / or game service website; another game participant participating in the active game (for example, acting on behalf of the disconnected user); or other confirmations. Note that, in some cases, the initial communication mode that was previously lost can also provide confirmation of the user's intention to rejoin the game if the user is to reestablish a connection over the initial communication mode.
[0048] [0048] When a confirmation is not received, process 510 enters step 520, in some implementations, where it is determined whether a confirmation threshold time period has been exceeded or has expired. When the confirmation threshold has been reached, the process ends. Alternatively, the process returns to step 516 to determine whether confirmation is received, and / or, in some cases, can return to step 512 to identify an alternative secondary communication mode (for example, if a first threshold has been reached , but a second threshold has not been reached, the game server can initiate a confirmation request with an alternate secondary communication mode). In cases where confirmation is received, the process in step 522 authorizes the re-entry of the first user. This authorization, in some modalities, is conditioned on the user's qualification to re-enter, such as having paid a fee, having a user account level that allows the user to use the re-entry feature, other users authorize the user to re-enter and / or others such factors or combinations of such factors. In step 524, a user's position within the simulation is maintained and, in some cases, prevents an application (for example, matchmaking software) from identifying the user's unoccupied position as an open slot for new players, prevents other players from switching teams and / or cracks in the user's lost position and / or, otherwise, take measures that prevent the lost user from returning to their position within the game.
[0049] [0049] Process 510 then ends, and the game server waits for the first user to reestablish the connection. For example, in some cases, process 210 is activated with the detection that the user is connected to the game server. Some modalities employ more than a second threshold time period in which a user has to rejoin the game when the user is authorized to rejoin. This second period of threshold time can be measured from the moment the loss of connection is detected, from the time that the user is allowed to re-enter, or from some other time. In addition, this second threshold time period can be employed to limit and / or prevent the prolonged inactivity associated with the user and / or adversely affect the reproduction of other users' experiences.
[0050] [0050] FIG. 6 depicts a simplified flow diagram of a process 610 from a remote source, such as a third party service 314, providing information about the secondary communication mode associated with a user who has lost connection with the game server. As described above, in some cases, the user may register or otherwise provide a third party or third party service with information about one or more secondary communication modes. The third party service can be substantially any third party service that is associated with the game server or completely separate and unrelated to the game server. For example, the game server may be a game server provided by Sony® (for example, accessed via a website (for example, game1.sony.com)), while Sony® also provides a separate service (for example, accessed via an Internet site (for example, register.sony.com)) that allows users to register with the service, which may include providing the registration service with one or more modes of communication secondary and corresponding communication information (for example, cell communication and a corresponding cell phone number). In other embodiments, the third party service 314 may be a social networking service (SN), which is not associated with the game server or company providing the game or game server. For example, the company that provides the game server can establish a profile on the social networking service that users can access and register at least one or more secondary communication modes. In yet other modalities, a third party service 314 is not associated with the game server 316 and the company providing the game or game server, and users can access and register with the separate third party service. Cooperation with a third party server and / or service may allow access from multiple games and / or other device platforms, social networks, competing companies and the like, providing users with flexibility and compatibility.
[0051] [0051] In addition, additional, remote and / or third party storage and / or third party service acts optionally, in some modalities, such as a central dispatch. This central dispatch could eliminate the need for users to participate in simulations to know the digital address or communication mechanisms for each game server. Instead, the game server communicates with the central dispatch, when a user connects, so that the central dispatch knows how to reach the user and / or the user's playback device or console. When disconnection with the user is detected, the game server can notify the central dispatch about the event, and allow the central dispatch to contact the user. As such, the user interacts with the central dispatch, instead of an infinite number of different game servers through their game playing experiences.
[0052] [0052] Still with reference to FIG. 6, in step 612 notification is received at the third party service 314 that a connection is lost between the game server 316 and a game device or console. This notification does not need to be received from the game server 316. For example, the notification can be received from user 312. In step 614, a user ID associated with the loss of connection is determined. This can be provided with the notification (for example, the game server can provide a user ID), determined from the communication (for example, based on a communication source where the notification is issued from the user, such as a user's phone numbers when notification is issued from the user using a phone or cell phone) or otherwise identified.
[0053] [0053] Once the user has been identified, the process continues to step 616 to identify one or more secondary communication modes associated with the identified user and the corresponding contact information for the secondary communication modes (for example, address email, phone number, and the like). In some cases, the secondary communication modes are identified in a profile established for and / or by the user. In other modalities, a database can be maintained by the third party service that associates user identifications with one or more corresponding communication modes and contact information.
[0054] [0054] In step 620, a communication is sent from the third party service 314 to the game server 316 with at least one of the secondary communication modes and the corresponding contact information (for example, phone number, email address , account name / number, and / or other information). This communication can be through the distributed network, a separate network, a dedicated network, an alternative communication mode or other such methods.
[0055] [0055] FIG. 7 represents a simplified flow diagram of a process 710 implemented by a third party device 314 to contact user 312 using secondary communication mode to determine whether a user who has lost connection to the game server intends to return and rejoin the game . In step 712, the third-party service or device 314 receives notification of loss of connection. Typically, the notification is issued from the game server 316 or another device associated with the game server. In step 714, the source that sends the notification is identified. In step 716, the active game, simulation and / or application in which the user was participating is identified. In step 720, user 312 with which the connection was lost is identified. In some modalities, the game server, the game and the user are identified from the initial notification. In other examples, a series of communications can be exchanged to obtain this information. For example, in response to the notification, the third-party service 314 may issue a notice, and in response to the acknowledgment more information may be provided to the third-party service 314. The use of acknowledgment may improve the user's ability to obtain confirmation , allowing the game server 316 to issue a notification to multiple third-party devices and receive an acknowledgment from a device that has the ability to request confirmation from the user (for example, requests in the shortest amount of time). Alternatively, if an acknowledgment cannot be received from an initial third-party device, the game server, in some implementations, may be able to issue a subsequent request to an alternative third-party device or service.
[0056] [0056] Once the user is identified, process 710 proceeds to step 722 to identify one or more secondary communication modes associated with the user. In step 724, a request is sent to user 312 using one or more identified secondary communication modes, and requesting confirmation that the user intends to rejoin the game. In step 726, it is determined whether confirmation by the user is received. This confirmation is typically received over the secondary communication mode. When a confirmation is not received the process proceeds to step 730 to determine whether the threshold for a confirmation time period has been reached or has expired. In some embodiments, the confirmation threshold period on the third party service 314 may be different from a confirmation threshold period on the game server 316. In those cases where the confirmation threshold has not been reached, the process returns to step 726 to determine whether confirmation is received. Again, some modalities may use an alternative or additional secondary communication mode if an initial threshold time that is less than the confirmation threshold is expired (for example, returning to steps 722 and 724).
[0057] [0057] Alternatively, when the confirmation threshold has been reached, a notification is communicated in step 732 to the game server 316 notifying the game server that no confirmation has been received. A mode of communication with the game server can be specified in the notification of loss of connection or some other type of communication from the game server or a previously defined communication mode. In addition, notification that a confirmation has not been received may additionally identify the user and the game or include any other identifier, such as an identifier that identifies the notification to the third party service of the loss of connection sent from the game server , so that the game server can accurately identify the game and / or the user for which no confirmation is received. When confirmation is received at step 726, the process continues to step 734, where a communication is sent to the game server notifying the game server of the confirmation that the user intends to rejoin the game. Again, the notification can identify the game and / or user for which confirmation is received.
[0058] [0058] Some modalities take into account other users who participate in the game, when a user loses the connection with the game server. This may include, considering how the lack of user participation can affect other users, how the lack of continuous user participation while waiting to rejoin the game can affect other users, if other users want to wait and / or allow the lost user rejoin the game, and / or other such considerations. These considerations may additionally vary depending on a game state, the game state associated with the lost user, the game state associated with the lost user in relation to the game state of one or more other users, and other such factors . For example, when the game to be played by the lost user is a team game and the lost user, at the moment of the lost connection, has a rhythm of leadership or, otherwise, has a rhythm of domination, the continuous absence of the user it can have significant effects on other users; whereas in other cases or states of a game the absence of the user may have no or little adverse effect for other users.
[0059] [0059] FIG. 8 represents a simplified flow diagram of an 810 process according to some modalities that takes other users into account to determine whether to allow a user who has lost connection with the game server to rejoin the game. Process 810 can, in some cases, be implemented as part of step 216 of process 210. In step 812, one or more users participating in the active game are identified when other users are participating at the time the connection with the first user is lost. In step 814, the adverse effects for one or more other identified users are determined if the lost user's position is maintained. In step 816, it is determined, based, at least in part, on adverse effects, whether to maintain the user's position and game state. For example, the game server or system can determine whether the absence of lost user participation will prevent the other one or more users from continuing to participate accurately in the game, if there is a limited number of other users (for example, one , few users) and the loss of one user could significantly degrade the experience of other users, and other factors and / or considerations. In addition, some modalities consider whether the outgoing user was the host, and whether the host migration or transfer of server responsibilities would be postponed, which could be a critical issue in determining whether the lost user should be discarded. Thus, some modalities consider the issues in which the delay in reconnecting the lost user can negatively affect the game for the other user, and can prevent a user from reintegrating and / or implementing the preservation and reconnection of the game state.
[0060] [0060] In cases where it is determined not to maintain the user's position, step 820 is introduced where the game state associated with the lost user is not maintained and the user is not provided with the ability to return to the game. In some cases, the notification may be issued to the user notifying the user that he cannot rejoin and / or provide the reason why the user cannot rejoin.
[0061] [0061] When it is determined that the user's temporary absence from the game is allowed, or the adverse effects are below the threshold tolerance, the process 810 continues, in some modalities, to step 822, where the one or more other users are notified of the loss of connection with the first user. In addition, some modalities optionally include step 824, where it is determined whether one or more of the other users authorizes the maintenance of the user's playing position. This determination can vary according to the game parameters, the game configuration (for example, as the configuration by an initial user), game states and / or other factors. For example, the determination may be based on a decision by the majority of one or more users, based on a single vote to maintain the position, based on a single vote to maintain the position, or the like. In response to the determination that the game state and the user's position are not being maintained, the process continues to step 820.
[0062] [0062] The user's game position and / or game state are maintained in response to receipt of input from one or more users that the position must be maintained for the user (for example, step 118 of the process 110 of FIG 1). In some implementations, communication with the lost user to requests confirmation that the user intends to return to the game is postponed until it determines whether one or more other users authorize the lost user to return to the game.
[0063] [0063] FIG. 9 represents a simplified flow diagram of a 910 process according to some modalities that determines whether a user who has lost a connection to the game server is allowed to rejoin the active game. As described above, in some cases, the lost user may have to meet certain criteria or have certain levels of access before the user is authorized to take advantage of the ability to retain his playing position and / or playing status in the event of a connection of the user with the game server gets lost. In some embodiments, process 910 may implement some or all of step 216 of process 210 of FIG. 2. In other modalities, this 910 process can be implemented when the user enters the game, or before contacting the lost user to request confirmation that the lost user intends to re-enter the game. For example, process 910 can be implemented following step 824, after identifying that other users authorize the lost user to rejoin the active game, while in other cases, some or all of the 910 process may be implemented before the process is run 810 when process 810 is to be implemented.
[0064] [0064] In step 912, it is determined whether the user who lost the connection is prevented from taking advantage of the ability to retain his position and / or state of play. Some modalities may have conditions that prevent a user from having the ability to rejoin a game. For example, it can be determined whether the same user has lost connection to the game server a predetermined number of times, a predefined number of times during active play, a predefined number of times during a given period of time or similar ( for example, to improve game performance for other users); other users have not specified that the lost user should be prevented from rejoining; the game server and / or game application predicts and / or determines that the user is trying to gain an advantage in the game by losing a connection; and / or other such factors or conditions. When the user is prevented from rejoining the 910 process ends, the game state associated with the user is not maintained and, in some cases, the user may be notified that the user has lost the connection and / or cannot rejoin.
[0065] [0065] Process 910 proceeds to step 914, when the user is not prevented from taking advantage of the functionality to rejoin an active game, where it is determined whether there are criteria and / or conditions that the user has to fulfill before being qualified to take advantage of the functionality to rejoin a game. For example, some game modalities and / or suppliers, game servers and / or games may require the user to reach certain levels, complete one or more tasks and / or obtain a certain amount of points, money or other indicators within the game; a user may have to be considered a frequent player (for example, when the user has played a certain number of times and / or the number of times); whether the active game has been activated for at least a predefined period of time; if the user has been participating in the active game for a predefined period of time; whether other points are available within the game; and / or other such criteria. When the criteria or conditions are not met, process 910 ends, and in some cases, the user is notified that the user cannot maintain his position.
[0066] [0066] In step 916, an account level associated with the user is identified. In step 918 it is determined whether the account level allows the user's game state to be maintained and the user to rejoin. As described above, in some modalities, the user must have a certain level of account and / or have paid to have the privilege of taking advantage of the functionality to maintain his game state and rejoin the active game afterwards, inadvertently losing connection with the game server. When it is determined in step 916 that the user has the appropriate account level, paid a fee and / or the like, the process proceeds to step 920 to start retaining the user's game state and, in some cases, maintaining the position user within the game (for example, skipping to step 118 of process 110).
[0067] [0067] When the user's account is not at the predefined level, the user has not paid the appropriate fee, or similar, the process ends. Alternatively, some modalities may allow the user to obtain an update or pay a fee, which would allow the user to have his game status maintained and allow the user to rejoin the game. As such, some modalities can proceed to step 922, where the user is notified that updates may be available to allow the user to use the functionality to maintain their game state. Again, this notification is typically about the secondary communication mode or another mode of communication. This notification, however, can be made through the direct connection or the first connection between the game server and the user's game console when the user has re-established a connection to the game server. In addition, this opportunity to update may be limited, for example, this update may not be available if it would result in delays that could adversely affect other users participating in the game.
[0068] [0068] In step 924 it is determined whether an update, payment or the like has been received or otherwise unauthorized (for example, it authorizes the collection of a user's account and / or credit card). When the update is not received, the process ends. Alternatively, when the update is detected, process 910 proceeds to step 920 to start retaining the user's game state.
[0069] [0069] FIG. 10 shows a simplified flow diagram of a 1010 process according to some modalities of adding a user to a game or other simulation. This process can be implemented to identify those users who have provided notification from a 316 game server that the user intends to return after a connection or other failure has occurred. In step 1012, a game server 316 receives a request from a user to participate in a game or other simulation. In step 1014, the game that the user is requesting to participate in is identified. In step 1016, the user is identified. In step 1018, it is determined whether the identified game is active. In cases where the game is active the process proceeds to step 1022. Alternatively, when the game is not active the process proceeds to step 1020 to activate the game. In some cases, activation may be limited by one or more factors, such as the game being available through the game server, the user having the authority and / or account level to activate a game, and / or other factors.
[0070] [0070] In step 1022, it is determined whether a position within the game is reserved to identify the user. This reserve position may, for example, be a result of a previous loss of connection and the user confirms the user's intentions to return to the game. In cases where there is no reserved position, the process proceeds to step 1042 to determine if there is availability in the game to allow the user to join.
[0071] [0071] Alternatively, when a reserved position exists, the process continues to step 1024 to determine whether the user is authorized to participate in the reserved position. Again, some modes may have limitations or restrictions, allowing the user to take advantage of reserved positions, such as whether the active game allows users to join, if a current state of the game allows a user to enter the reserved position, if the user has the correct authorization and / or other factors. In cases where the reserved position cannot be used, the process proceeds to step 1042.
[0072] [0072] When the user can be entered in the reserved position, some modalities include step 1026 to confirm and / or determine if a secondary mode communication is known to the user. Again, some modalities may, instead, rely on third party services to obtain the secondary mode of communication, as described above. Step 1028 is introduced to obtain and store the secondary communication mode and contact information when the secondary communication mode is not known or is updated.
[0073] [0073] In step 1030, the user is joined to the game in the reserved position. In step 1032, it is determined whether to restore the state in relation to the user's reproduction, such as returning a character within the game environment to a state of functionality, attributes and / or equipment (for example, returning with a character that the user is controlling for a previous game state, with the attributes, characteristics and / or functionalities acquired by the user on the functioning of the game). When a state must be restored, step 1034 is introduced where the stored state is restored.
[0074] [0074] In step 1036, it is further determined whether a user's actions, statistics, attributes and / or playing time are being changed and / or penalties are applicable. Again, penalties, lost game time, etc., may depend on the game or simulation, and affect users and the like, and may include loss of points, loss of features and / or functionality, loss of money, loss playing time, changing the location within the virtual environment of a game (for example, a virtual world), changing the level within the game or a virtual world and / or other such penalties. When penalties apply to process 1010, proceed to step 1038, where penalties are identified and applied. In step 1040 the user controls within the game environment are activated (for example, activating the reentered user's character and the user's ability to control the character).
[0075] [0075] Once again, when it is identified in step 1022 that there is no reserved position for the user and / or if it is determined in step 1024 that the user cannot be entered in the reserved position, process 1010 proceeds to step 1042 to determine if in-game availability exists to allow the user to be added. In cases where there is a lack of availability, step 1044 is introduced where the user is notified, which may include new instructions (for example, offers to join a different game, an expected wait time or other information and / or instructions ). Alternatively, the user is added to the game in step 1046. Some modalities also include step 1048 to determine whether a secondary communication mode is known. This step can be limited based on the determination of whether the user can take advantage of reserving his position within the game after an inadvertent loss of connection or other type of failure, whether the game allows a position to be reserved and / or other limitations . In cases where the secondary communication mode is not known, step1050 is introduced to acquire and store the secondary communication mode and contact information. Again, in some other cases, a game server may depend on another device, service and / or a third party service to acquire and / or maintain the user's secondary communication mode. Process 1010 then proceeds to step 1040 to activate user control within the game.
[0076] [0076] As described above, the game server 316 or other device that provides at least partial control of the simulation can take different actions in response to detecting the loss of connection with a user. In some cases, the game server may stop playing the game until it confirms that the user is not returning (for example, based on a timeout, specific instructions for the lost user, or other type of notification), continues to reproduction, while temporarily interrupting or removing the user's character within a game environment, taking control of the user's character and / or continuing to implement control in the user's place, and / or other actions.
[0077] [0077] FIG. 11 shows a simplified flow diagram of an 1110 process example according to some modalities in controlling a game or other simulation in response to the detection of an accidental loss of connection with a user. In step 1112, the game server detects a loss for a user. In step 1114, the lost user is identified, along with the parameters associated with the user and the user's interaction with the game simulation, such as, but not limited to, the user's position within the game and the parameters, attributes and the like associated with the user (eg identification of the character within a user-controlled game environment, identification of the character's attributes, abilities, powers, equipment, resources and the like; identification of a score associated with the user, identification of a reproduction level in the game environment, and / or other such parameters).
[0078] [0078] In step 1116, it is determined whether to interrupt the progress of the game. In some cases, game play for all players may be interrupted in response to an unexpected loss of a user. Determining whether to stop the game may depend on one or more factors, such as, but not limited to, a playing state, how long a game has been active, whether there are other users participating, and / or how many other users are participating, the current position of the lost user and / or state within the game, whether control should be implemented for the user, whether the temporary lack of user participation will not negatively affect other users or have a predictable limited adverse effect, whether other actions can be taken to allow the game to continue and / or other such factors, if one or more users authorize the game to be stopped, if one or more users instructs the lost user not to be allowed to re-enter, if one or more users authorize the system to provide reproduction for the lost user, and / or other factors. In cases where the game should not be interrupted, the process proceeds to step 1132 to determine whether to start playback controlled by the game server.
[0079] [0079] Step 1120 is introduced and the game is stopped in response to the determination in step 1116 that the game should be stopped. In step 1122 it is determined whether the user has rejoined the game. When the user has returned, step 1124 is introduced where the game is reactivated. In those cases where the user has not re-entered, step 1126 is introduced to determine whether the re-entry threshold time period has expired. When the threshold time period has not expired, process 1110 returns to step 1122 to determine whether the user has rejoined. Alternatively, when the threshold time period has expired, step 1130 is introduced where the user's position within the game is finalized and the game is reactivated for the remaining users. In some cases, the lost user may be notified of the termination of their position and / or other users participating in the game may be notified (for example, through a notification in the game, through secondary communication modes or other type of notification ).
[0080] [0080] Some modalities include step 1132 where it is determined whether to start the controlled reproduction of the game server in relation to the lost user. In some modalities, the game server may take control of the reproduction for the lost user, such as taking control of a character that was being controlled by the lost user in such a way that the game reproduction continues when trying to reduce or minimize the effects. adverse to other users participating in the game. One or more factors can be taken into account to determine whether the game server or other automated device should be allowed to take control of playback in relation to the lost user. Some of these factors may include, but are not limited to, whether a standard playability is available for a given game simulation and / or game server, whether there is sufficient data available to anticipate a user's actions during controlled gameplay game server, if it affects other users that may result from the lack of participation of the lost user, and other factors and / or combinations of such factors.
[0081] [0081] When the controlled reproduction of the game server is not being implemented, process 1110 continues to step 1134 where the reproduction in relation to the lost user is interrupted and / or frozen. In step 1136 it is determined whether the active game should be stopped. Again, in cases where the lack of participation by the lost user is anticipated to result in adverse effects to other users who exceed a threshold, the game server may stop the game from playing until the lost user re-enters or a period of threshold time is exceeded. This interruption may additionally or alternatively be based on a response from one or more other users participating in the active game, after being notified that a user has been lost. Likewise, suspending the game may be aborted in some cases where one or more users participating in the active game block or denying the lost user's ability to rejoin the active game. In cases where the active game must be stopped, the process stops the game at step 1138 and returns to step 1122 to wait for the user to re-enter or to determine that the user is not re-joining. Note that the threshold time period in relation to step 1126 may be different when the game is stopped than in other cases (for example, because other users are waiting for the threshold time they can be reduced, because the game has been stopped adverse consequences in the game are avoided and thus the waiting threshold can be extended, or other such situations).
[0082] [0082] When the game is not to be interrupted, step 1140 is introduced to determine if actions should be inhibited in relation to the participation of the lost user. For example, in a game simulation in which the lost user has been associated with and / or controls a character within the game environment, that character can be hidden. In other cases, the user-controlled character may be faded or appear as a “ghost” character, indicating to other users participating in the simulation that the user is temporarily inactive. In addition or alternatively, a bubble or text may be presented in relation to the simulation representation of the user's game (for example, a character controlled by the lost user) notifying the other participants in the game of temporary inactivity, or otherwise, if it inhibits the character's abilities within the game environment to advantageously and / or adversely affect reproduction. In those cases where actions will be inhibited in relation to the participation of the lost user the process 1110 proceeds to step 1142 where the actions are inhibited, such as the character within the game environment associated with the lost user being hidden and / or presented as a ghost or shaded image.
[0083] [0083] When it is determined in step 1140 that actions should not be inhibited and / or the next step 1142, process 1110 then returns to step 1122 to determine whether the user has returned. Again, the threshold time limit considered in step 1126 may be different than in other situations, since actions in relation to the user have been inhibited.
[0084] [0084] When it is determined in step 1132 that the controlled reproduction of the game server must be started, process 1110 proceeds to allow the game server to provide at least one control in relation to the representation of the user within the simulation, such as, but not limited to, allowing artificial intelligence to control the reproduction of the lost user's game based on the story, the previously defined settings, some default behavior or some other implementation. For example, the game server may force the user-controlled character to hide (for example, run and hide behind a tree, structure or the like); reproduce the character's previous actions in one or more loops, which may depend on the situation and / or scenario within the game environment, make probabilistic choices based on the lost user's previous actions, control the character with some aggressive, conservative preset settings, or others (for example, based on a user's current level within the game environment; a user's current score in relation to other users' scores and / or other factors); execute game patterns, such as the continued wagering requirement to stay at a simulated poker table with auto-folding on each hand until the user re-enters and / or the threshold time period expires, or perform other relevant actions.
[0085] [0085] Thus, in some modalities, for example, process 1110 continues to step 1144 to determine whether predicted user performance has been established. As described above, in some cases and / or with some simulations a user's action can be tracked. Based on the tracked actions that the simulation of the game and / or server can more accurately predict how a user would act and / or react to certain situations, conditions and / or scenarios. In some situations, the limit amount of data and / or the duration of the playing time has to be acquired and / or controlled before the game simulation and / or game server can provide early actions that closely match the actions of a user. When it is determined in step 1144 that sufficient data has been obtained to continue playing the game, while the game server controls playback in relation to the lost user, the process proceeds to step 1150 to continue playback while the game server applies actions predicted based on the user's past performance and / or actions. This game server interaction allows the game simulation to continue by providing the lost user with the ability to maintain their position and still allows other users to continue to participate with little or no adverse (or in some cases not beneficial) effects resulting from temporary absence of the lost user.
[0086] [0086] Alternatively, when it is determined in step 1144 that the predicted performance of the user has not been established, the process continues to step 1146 to determine whether the default playback mode is set. In some implementations, the game server and / or simulation may provide a standard reproduction that allows the game reproduction and / or simulation to control interactions within the game in relation to the lost user's participation (for example, controlling a character within the game environment) based on predefined actions and patterns corresponding to one or more conditions and / or parameters. When a standard playback mode is not defined, the process proceeds to step 1134 where playback in relation to the lost user is stopped.
[0087] [0087] When it is determined in steps 1144 and / or 1146 that reproduction can continue, process 1110 continues to step 1150 where reproduction is continued as long as the game server and / or game simulation controls reproduction in relation to the user lost. Some modalities also include step 1152 to determine whether one or more penalties should be assessed. As described above, in some cases, one or more penalties may be applied in maintaining a user's position. In step 1154 one or more penalties are applied when it is determined in step 1152 that the penalties are to be applied. The process then returns to step 1122 to determine whether the user has rejoined the active game.
[0088] [0088] As such, the game server and / or game simulation can be configured to provide a user with the ability to retain his position within a game in the event of loss of connection or other adverse condition that prevents or limits the user's ability to participate effectively in a simulation. In some cases, the game server and / or simulation determines whether the user can take advantage of this functionality and / or notify the user of the functionality. For example, in response to receiving a request from the user to participate in a game, the game server may notify the user of the functionality and / or that the user may update to take advantage of the functionality to maintain its position, should an error occur. limiting or preventing the user from continuing to participate in the simulation.
[0089] [0089] FIG. 12 shows a simplified block diagram of a 1210 system according to some configurations that allows users to participate in an interactive simulation and also provides the functionality to allow a user to maintain a user's position within a game or other simulation. The 1210 system includes one or more user consoles, gaming devices and / or other 1212 devices configured to be coupled with, and interacting with, one or more 1214 game or simulation servers over one or more 1216 distributed networks, and one or more more secondary communication modes 1220. In some embodiments, one or more of the secondary communication modes may use the distributed network 1216 as part or all of the communication paths and / or links to achieve communication. Some embodiments further include data storage 1222, one or more third party services 1224 and / or third party data storage devices 1226.
[0090] [0090] Using the 1212 game console or device, users can connect with a 1214 game server on the 1216 distributed network to access and participate in a game or other simulation. In addition, the server's secondary communication modes 1220 allow the game 1214 and / or a third party service 1224 to communicate with users over one or more secondary communication modes 1220. In some cases, users have a device secondary communication (not shown), such as a cell phone, computer, or other similar device, which can be used to communicate with game server 1214 and / or third party service 1224 via secondary communication mode 1220.
[0091] [0091] As described above, in some embodiments, the game server 1214 communicates with a third party service 1224 to obtain information from the secondary communication mode for a user and / or requests that the third party service implement the communication with a user through the secondary communication mode. This connection with the third party service can be through the distributed network 1216, a direct connection or in some other way and / or communication path. Again, the third party service 1224 can be substantially any third party service, such as, but not limited to, a dedicated service for maintaining user information, a third party website (for example, a social networking website), or practically any other type of service and / or entity.
[0092] [0092] The 1212 console can include substantially any relevant device to participate in a game or interactive simulation hosted by the 1214 game server. For example, the user's device can be a game console (for example, Sony's PlayStation®) , a handheld gaming device (e.g. Sony PlayStation Portable (PSP)), a cell phone, computer, or other relevant user device that allows a user to connect to the 1214 game server and participate in a simulation interactive.
[0093] [0093] FIG. 13 represents a simplified block diagram illustrating a 1310 user device or system that operates according to some modalities to allow a user to access and participate in an interactive simulation, such as an interactive online game. As illustrated in FIG. 13, the user device or system 1310 may include a computer, game console, entertainment system / console or the like 1212, which may include or be coupled to a display device 1314, such as a television, monitor or other type visual monitor. The 1212 console also couples with the 1216 distributed network to allow the user to access and participate with an interactive simulation. In some embodiments, a game, software, executable files, or other simulations can be stored on 1318 storage media, such as a Blu-ray disc, DVD, CD, flash memory, USB memory or other type of memory media that they can be used as a stand-alone system or in cooperation with a simulation accessed on a 1214 game server. The storage medium 1318 can be coupled with and / or inserted into the 1212 console where it is read. The console can access remote game server 1214 and / or program instructions stored locally and / or stored on storage media 1318 to present a user interface, such as a game interface or simulation.
[0094] [0094] Typically, a user or player uses a user interface or input device that is integral with the 1212 console and / or external to the console, such as buttons, touch pad, track ball, a 1320 game controller, a keyboard, mouse or other such user input device or controller that is integral with, or coupled with, wired and / or wireless together with the 1212 console. For example, a user interfaces with, and manipulates, an input device, such as a game controller 1320 to control and interact with the video game or other simulation. The 1320 game controller may include conventional controls, for example, control input devices such as joysticks, buttons and the like. In addition, the 1320 game controller may include an internal sensor, for example, an accelerometer, which produces signals in response to the orientation of the position movement or change in the orientation of the 1320 game controller. In some cases, the 1320 game controller it may include light emitting diodes (LED) or other indicators and / or other photonically detectable elements (“PD”). The phrase “game controller” is used to describe any type of Human Input Device (HID), or other input device used to interact with the game. The phrase “game console” is used to describe any type of computer, computing device, portable device or game system that can run a game program and / or communicate with the 1214 game server and allow a user to interact and participate in a simulation.
[0095] [0095] During the operation of the 1212 console when the user is playing a game, the user can use the 1320 game controller to interact with the game. For example, the user can press buttons, or use a joystick on the 1320 game controller to interact with the game. In some embodiments, the user may additionally or alternatively move the game controller 1320 in a direction such as up, down, side to side, side twisted, wedge, agitated, pushed, punctured, etc. In addition to using the 1320 game controller to interact with the game, the use of 1320 controller buttons, joysticks, and movements, and the like, can be captured and detected on the 1212 console or game device, for example, using data from image and / or acoustics, for analysis of user interaction, performance of controls and / or game.
[0096] [0096] In general, the 1320 game controller signals and / or game controller movements detected are used to generate position and orientation data that can be used to calculate many physical aspects of the user's interaction with a game. Certain patterns or movement gestures for the 1320 controller can be predefined and used as input commands for the game or other simulation. For example, a gesture plugging down from the 1320 controller can be defined as a command, a twisting gesture from the 1320 controller can be defined as another command, a gesture that shakes the 1320 controller can be defined as yet another command, and so on. In this way, the way in which the user physically moves the 1320 controller can be used as an input to control the game, which provides yet another pleasant and stimulating experience for the user.
[0097] [0097] Once again, FIG. 13 is an example of a 1310 device and / or user system that allows a user to participate in an interactive simulation. Other devices similarly can alternatively or additionally be used. For example, the user device can be a portable device with similar functionality, such as the 1310 user system, with a construction on the monitor and user interface and, in some cases, can use portable memory. As another example, the 1212 console can comprise a computer.
[0098] [0098] FIG. 14 is a block diagram of a system or apparatus 1410 that can be used to implement the various modalities described herein. For example, the 1410 system can be used to implement one or more game servers that host and / or provide users with the ability to participate in a simulation using signals, data, information, instructions, commands, software, executables and / or instructions user device stored locally and / or accessed from remote storage.
[0099] [0099] The system 1410 comprises an example of a system based on a processor or device, and may include one or more processor modules 1412 and memory modules 1414. In some embodiments, the memory module 1414 can be RAM, DRAM, ROM , and / or substantially any other relevant digital storage memory and / or combinations of such storage. In addition, the 1410 system can have multiple 1412 processor modules, for example, when parallel processing is to be implemented. The processor module 1412 may include a central processing unit (CPU) 1416. In addition, the processor module 1412 may include local storage or a cache 1418 for storing programs, information and / or executable data.
[0100] [00100] Memory module 1414 may include software, executables, programs and the like 1422, such as game program storage. In addition, memory module 1414 may include storage of signal data 1424, for example, signal data acquired from one or more user devices. Memory module 1414 may also include user and / or data from playback devices 1426, such as user profile data, as well as game statistics that may be provided.
[0101] [00101] The system 1410 also includes the support function module 1430 such as input / output elements 1432, power supplies 1434, a clock 1436, cache memory 1438, and / or other support functions. Input / output elements 1432 allow the game server to engage with, and communicate through, distributed networks 1216, secondary communication modes 1220, and / or to engage with other devices. The 1410 system can also optionally include the 1442 mass storage module, such as a disk drive, flash memory, Blu-ray disk drive, CD ROM drive, DVD drive, USB drive, tape drive or to store programs and / or data. The mass storage module 1442, which may include removable storage media, can be used to store code that implements some or all of the methods and techniques described herein. It should be understood that any of the aforementioned storage devices can serve as a tangible computer-readable processor and / or storage medium for storing or that incorporates a processor and / or computer program to make a console, the appliance , the system, the computer or another processor-based system perform or perform the steps of any of the methods, codes, and / or techniques described herein. In addition, any of the storage devices, such as RAM or mass storage module, can be used to store any / any required database (s).
[0102] [00102] The 1410 system may also optionally include one or more 1444 modules and / or display units, as well as one or more 1446 user interface modules to facilitate interaction between the 1410 system and one or more system controllers . The display module 1444 produces signals to a display device and / or may be in the form of a cathode ray tube, a flat panel, touchscreen, or any other display module. The 1418 user interface module can include and / or serve as communication ports for a keyboard, mouse, joystick, writing pen, game controller and / or other device, such as a microphone, optical sensor, video camera or another user input device. The processor, memory and other components of the 1410 system can exchange signals, such as code instructions and data with each other through one or more networks and / or 1450 system communication buses.
[0103] [00103] FIG. 15 is a block diagram of a device, system or user device 1510 that can be used to implement the various modalities described herein. For example, the 1510 system can be used to generate and produce the simulation using signals, data, information, instructions, commands, software, executables and / or game server instructions stored locally and / or accessed from the 1318 medium. For example, the 1510 system / device may comprise a game console, game system / device, entertainment system / device, computer, a portable game device, a portable cell phone, a portable smart phone and / or other relevant devices that allow a user to connect to a game server and participate in an interactive simulation.
[0104] [00104] The 1510 system comprises an example of a processor-based system or device. As shown in FIG. 15, the system 1510 may include a processor module 1512 and a memory module 1514. In some embodiments, the memory module 1514 may be RAM, DRAM, ROM, and / or substantially any other relevant digital storage memory and / or combinations of such stores. In addition, the 1510 system can have multiple 1512 processor modules, for example, when parallel processing is being implemented. The 1512 processor module may include a 1516 central processing unit (CPU). In addition, the 1512 processor module may include local storage or a 1518 cache to store executable programs, information and / or data.
[0105] [00105] The memory module 1514 may include software, executables, programs and the like 1522, such as game program storage. In addition, memory module 1514 may include storage of signal data 1524, for example, signal data acquired from a user-operated game controller. Memory module 1514 can also include player data 1526, such as player profile data, as well as game statistics that can be provided.
[0106] [00106] The system 1510 can also include well-known support function module 1530, such as input / output elements 1532, power supplies 1534, a clock 1536, cache memory 1538, and / or other support functions. The 1510 system can also optionally include the 1542 mass storage module such as a disc drive, Blu-ray disc drive, CD-ROM, DVD drive, USB drive, tape drive or the like to store programs and / or data. The 1542 mass storage module, which may include removable storage media, can be used for storing code that implements some or all of the methods and techniques described herein. It should be understood that any of the aforementioned storage devices may serve as a tangible computer-readable processor and / or storage medium for storing or incorporating a processor and / or computer program to make a console, device, system , computer or other processor-based system perform or perform the steps of any of the methods, codes, and / or techniques described herein. In addition, any of the storage devices, such as the mass storage module or RAM, can be used to store any / any required database (s).
[0107] [00107] The 1510 system can also optionally include a 1544 module and / or display unit, as well as a 1546 user interface module to facilitate interaction between the 1510 system and the user. The display module 1544 produces output signals to a display device and / or can be in the form of a cathode ray tube, a flat panel, touch screen, or any other display module. The 1518 user interface module can include and / or be communication ports for a keyboard, buttons, mouse, joystick, writing pen, game controller and / or other devices, such as a microphone, video camera or other device user input. The processor, memory and other components of the 1510 system can exchange signals, such as instructions and code data with one another through one or more networks and / or communication buses of the 1550 system.
[0108] [00108] Several described modalities can be applied mainly in hardware or software, or a combination of hardware and software. For example, a hardware implementation may include using, for example, components such as application-specific integrated circuits (“ASICs”), or field programmable port arrays (“FPGAs”). The application of a hardware status machine capable of performing the functions described here will also be evident to those skilled in the relevant technique.
[0109] [00109] The term "module" and / or "device", as used here, means, but is not limited to, a software or hardware component, such as an FPGA or ASIC, that performs certain functions. A module or device can advantageously be configured to reside on an addressable storage medium and configured to run on one or more network-enabled devices or processors. Thus, a module or device may include, by way of example, components, processes, functions, attributes, procedures, subroutines, program code segments, drivers, firmware, microcode, circuits, data, databases, data structures, tables, matrices, variables, and the like. The functionality provided in the components, modules and / or devices can be combined into a few components, modules and / or devices, or be separated into additional components, modules and / or devices. In addition, components, modules and / or devices can advantageously be implemented to run one or more computers or devices activated on a network.
[0110] [00110] In addition, those skilled in the art will appreciate that the various illustrative logic blocks, modules, circuits, and method steps described in connection with the figures described above and the modalities disclosed herein can often be implemented as electronic hardware, computer software , or combinations of both. To clearly illustrate this interchangeability of hardware and software, several illustrative components, blocks, modules, circuits, and steps have been described above, generally in terms of their functionality. Whether such functionality is implemented the hardware or software depends on the particular application and design limitations imposed on the global system. Those skilled in the art can implement the functionality described in various ways for each particular application, but such implementation decisions should not be interpreted as distancing the scope of the invention. In addition, the grouping of functions within a module, block, circuit or step is for ease of description. The specific functions or steps can be moved from one module, block or circuit to the other, without departing from the invention.
[0111] [00111] In addition, the various blocks, modules, and illustrative logic methods, described in connection with the modalities disclosed here, can be implemented or executed with a general purpose processor, a digital signal processor (“DSP”), an ASIC , FPGA or other programmable logic device, discrete port or transistor logic, discrete hardware components, or any combination thereof designed to perform the functions described here. A general purpose processor can be a microprocessor, but alternatively, the processor can be any processor, controller, microcontroller, or state machine. The processor can also be implemented as a combination of computing devices, for example, a combination of a DSP and a microprocessor, a plurality of microprocessors, one or more microprocessors in conjunction with a DSP core, or any other of such configurations.
[0112] [00112] In addition, the steps of a method or algorithm described in connection with the modalities disclosed herein can be incorporated directly into hardware, in a software module executed by a processor, or in a combination of the two. A software module can reside in RAM, flash memory, ROM memory, EPROM memory, EEPROM memory, registers, hard disk, a removable disk, a Blu ray disk, CD-ROM, or any other form of storage media, including a network storage medium. An exemplary storage medium can be coupled to the processor, just as the processor can read information from, and write information to, the storage medium. Alternatively, the storage medium can be integral to the processor. The processor and storage medium can also reside in an ASIC.
[0113] [00113] As an example, in some modalities a storage medium can store a computer program executable by a processor-based system / device. The computer program can be configured to make the processor-based system perform the steps that comprise any of the processes, methods and / or techniques described here. For example, in some modalities, one or more of the modalities, methods, processes, methods and / or techniques described above can be implemented in a computer program executable by a processor-based system / device. By way of example, such a processor-based system / apparatus may comprise the 1410 processor-based system / apparatus, a similar apparatus, or a computer, entertainment system, game console, etc. Such a computer program may be used to the execution of several steps and / or characteristics of the processes, methods and / or techniques described above. That is, one or more computer programs can be adapted to cause or configure a processor-based system to perform and perform the functions described above. For example, such a computer program can be used to implement any modality of the processes, methods and techniques described above, such as, for example, maintaining a user's position within an active simulation in the event of a lost user connection or , otherwise, being unable to continue participating in the simulation. As another example, such a computer program can be used to implement any type of tool or similar utility that uses any one or more of the modalities, processes, methods, approaches and / or techniques described above. In some embodiments, the computer program may comprise a video game, computer game, role playing game (RPG), or other computer simulation. In some embodiments, the program code modules, loops, subroutines, etc., within the computer program can be used to carry out the various steps and / or characteristics of the processes, methods and / or techniques described above. In some embodiments, the computer program may be stored or incorporated into a processor and / or computer-readable record or storage medium or media, such as any of the computer-readable record or storage media or media described herein.
[0114] [00114] Therefore, some embodiments provide a computer program product that comprises a means to incorporate a computer program to introduce a processor and / or a computer and a computer program incorporated in the medium to cause the processor and / or the computer performs or performs the steps comprising any one or more of the steps involved in any one or more of the modalities, processes, methods, approaches, and / or techniques described herein. For example, some modalities provide a computer-readable storage medium that stores a computer program adapted to make a processor-based system perform the steps they understand: detecting a loss of connection with a first user who remotely accesses and actively participates an interactive electronic game in progress, determining, in response to the detection of loss of connection with the first user, a state of play associated with the first user; determine whether a confirmation is received from the first user confirmation that the first user intends to rejoin the interactive game; and maintaining, in response to the determination that confirmation is received, the state of play.
[0115] [00115] As another example, some modalities provide a computer-readable storage medium that stores a computer program adapted to make a processor-based system perform the steps comprising: providing a game environment configured to allow one or more users access and participate remotely in an interactive game; identify a first user who actively participates in the interactive game; detect a loss of connection with the first user, while the interactive game is still in progress; determining, in response to the detection of loss of connection with the first user, a state of play associated with the first user; receive confirmation from the first user that the first user intends to rejoin the same interactive game; maintain, in response to receiving confirmation from the first user, the game state to be reassociated with the first user, in response to the first user's reentry to the interactive game; restore, in response to the start of a reactivation of the first user as a game character within the interactive game, a reproduction state corresponding to the first user within the interactive game, as defined by the retained game state.
[0116] [00116] Some modalities also evaluate one or more penalties for the first character within the game environment. In addition, some modalities that maintain the game state: maintain one or more scores corresponding to the first character at a time during the active game when the loss of connection is detected; and adjusts one or more of the one or more scores by applying one or more penalties to one or more corresponding scores, which establishes one or more adjusted scores; in which the restoration of the reproduction state corresponding to the first user may include reactivating the first user to control the reproduction in relation to the first character and association with one or more scores adjusted with the first character. In addition, some modalities detect a loss of connection with a second user who remotely accesses and actively participates in the interactive game in progress; maintains a game state associated with the second user configured to be re-associated with the second user if the second user re-participates in the interactive game; receive input from one or more than the second user to rejoin the interactive game; determines, from the entry of one or more users other than the second user, whether the one or more users other than the second user authorizes the second user to rejoin the interactive game, and prevents the second user from rejoining the interactive game in response to the determination that one or more users have not authorized the second user to rejoin the game.
[0117] [00117] As another example, some modalities provide a computer-readable storage medium that stores a computer program adapted to make a processor-based system perform the steps that comprise: detecting a loss of a connection with a first mode of communication and over a distributed network with a first user who participates in an interactive game; identify a secondary communication mode associated with the first user; request, using the secondary communication mode and in response to the detection of loss of connection, confirmation from the first user that the first user intends to rejoin the interactive game; determine, in response to the issuance of the request, confirmation that the first user intends to rejoin the interactive game, whether the first user intends to rejoin the interactive game; and maintaining, in response to the determination that the first user intends to rejoin the interactive game, a game state associated with the first user of the interactive game at a time when the loss of connection has been detected. In some implementations, identifying the secondary communication mode associated with the first user comprises: requesting, over the network and a third party service, the secondary communication mode, and corresponding contact information associated with the first user mode for the secondary communication mode, and receive, from the third party service and over the network, an identification of the secondary communication mode and the corresponding contact information.
[0118] [00118] As mentioned above, in some embodiments the game controller or other input device may comprise a motion detection controller or other motion detection input device. In some embodiments, such a motion detection controller may comprise a hand controller, which has the ability to have its three-dimensional movements tracked. Such tracking can be performed in many different ways. For example, such tracking can be performed using inertia, images, video, acoustics, infrared and / or other such analyzes. Such motion detection capabilities can also be implemented with an accelerometer or the like. As another example, such motion detection capabilities can be applied in some modalities, with a so-called “six-axis controller” or the like.
[0119] [00119] In some modalities, the server (for example, a game server) can try to identify a real time, when a connection lost by the user instead of merely saving the state information at the moment when the game server detects that a user has lost the connection, which can be several seconds or even minutes after the connection is actually lost. If a game server or other server can identify a disconnect time, prior to the disconnection acknowledgment time, it may, in part, depend on the implementation of the simulation or game. This includes the transient nature of rapid change of data and simulation states, detailed history of previous events, and the like. Thus, in some cases, a server may go back and review the previous set reproduction period to see if the loss of connection may have actually occurred before to detect the loss of connection, for example, by trying to determine if there were failures to take over the action and / or the actions were abnormal or unusual. When it is determined that the loss of connection occurred earlier in the playback, the server can adjust the parameters, attributes, scores and other such parameters associated with the user when saving a user's state. It should be noted, however, that the server cannot carry out such an assessment and / or cannot carry out the assessment in cases where it is unlikely to identify when a loss has occurred, changes in state are very rapid and / or when such adjustments may being unfair, cause an injustice or inconsistency for the remaining players.
[0120] [00120] In cases where multiple users are simultaneously lost, or lost in a relatively close time, the server can continue to perform the above procedures in preserving the game states for each lost user, as if the loss were just a disconnected player. It is possible, in some modalities, that a game may extend an option for the plug-in code, such as the custom code that the game service executes to make decisions based on the state of the game in response to various losses of users (for example, interrupting the entire game, rewinding the game to a point where the loss was detected, etc.).
[0121] [00121] In addition, in cases where a game server crashes the game is usually considered terminated in most cases. In other cases, however, it may be a function of the host machine, the group of remaining game servers, or the game state conservation service to restart the game server and attempt to reconnect all players who have fallen. This may include the use of plug-in code, such as game-specific code, running on a possibly central generic game state preservation service.
[0122] [00122] Some modalities, in response to the start of a reactivation of a first user as a participant in an interactive game, reestablish a reproduction state corresponding to the first user within the interactive game, as defined by the maintained game state. In some cases, maintaining the game state comprises reserving a position on a team of other players who actively participate in the active interactive game, and in which the restoration of the reproduction state corresponding to the first user comprises reactivating the first user within the active game. in the team position. In addition, retaining the game state may comprise the reservation of a first player from a plurality of players in the interactive game, so that another user cannot rejoin the active game in place of the first player; and the restoration of the reproduction state corresponding to the first user may comprise the reactivation of the first user as the first player within the active game in such a way that the first user can again control the first player within the active game. The retained game state may include maintaining the attributes of the first player and a moment during the active game when the loss of connection is detected, and restoring the playing state may include reactivating the first user as the first player with the attributes. . In addition, in some embodiments, the state of held game may include maintaining one or more scores corresponding to the first player at a time during the active game when loss of connection is detected, and restoring the playing state may comprise the reactivation of the first user as the first player and association with one or more scores with the first player.
[0123] [00123] Some modalities include the assessment of one or more penalties for a first player; and retaining the game state may comprise maintaining one or more scores corresponding to the first player at the time during the active game when the loss of the connection is detected, and adjusting one or more of the one or more scores by applying a or more of the corresponding penalties for one or more scores, which establish one or more adjusted scores. Restoring a reproductive state may include reactivating the first user as the first player and associating one or more scores adjusted with the first player. In addition, in some implementations, maintaining gameplay may include reserving an avatar associated with the first user prior to loss of connection. It should be noted that in some cases, the loss of connection detection may comprise the reception of a communication from the first user through a second communication channel, which is different from a first communication channel, which provides the connection that has been lost, in which the communication comprises a notification of the loss of connection.
[0124] [00124] In some modalities, the restoration of a reproductive state may include receiving input from one or more other users participating in the interactive game, determining, from the input of one or more other users, whether the one or more other users authorize the first user to rejoin the interactive game, and authorize the reinstatement of the first user to the interactive game after it is determined that one or more users have authorized the first player to be reinstated. Additionally or alternatively, some modalities receive input from one or more users other than the lost users participating in the interactive game, determine, from the input from one or more users, whether one or more users have authorized the second user to rejoin the game, and prevent the second user from rejoining the interactive game. In some implementations, to identify a secondary communication mode associated with the first user, some modalities may request, through the network and a third party service, the secondary communication mode, and corresponding contact information associated with the first user for the secondary communication mode, and receive, from the third party service and over the network, the identification of the secondary communication mode and the corresponding contact information. The identification of the secondary communication mode associated with the first user may additionally or alternatively include access to a database comprising the entries associated with the registered users; identify, within the database, a corresponding entry for the first user; and retrieving, from the entry in the database corresponding to the first user, the identification of the secondary communication mode and contact information corresponding to the secondary communication mode associated with the first user.
[0125] [00125] Still in addition, some modalities include methods for providing the reproduction of an interactive game, comprising: providing a game environment configured to allow one or more users to access and participate remotely in an interactive game; identify a first user who actively participates in the interactive game; detect a loss of connection with the first user, while the interactive game is still in progress; determining, in response to the detection of loss of connection with the first user, a state of play associated with the first user; receive confirmation from the first user that the first user intends to rejoin the interactive game; retain, in response to receipt of confirmation from the first user, the game state to be associated again with the first user, in response to the first user who rejoins the interactive game, and reinstate, in response to the start of a reactivation of the first user as a participant in the interactive game, a reproduction state corresponding to the first user within the interactive game, as defined by the held game state. In some cases, methods may also include receiving a request from the first user to rejoin the interactive game and reactivating, in response to receiving the first user's request to rejoin the interactive game, the first user as a participant in the interactive game.
[0126] [00126] Although the invention disclosed herein has been described by means of specific modalities, examples and applications thereof, numerous modifications and variations can be made the same by those skilled in the art without departing from the scope of the invention defined in the claims.
权利要求:
Claims (21)
[0001]
Method to provide an interactive electronic game, the method characterized by understanding: detecting, in a game hosting device (316, 1214), a loss of connection (112) through a distributed network (1216) with a first gaming device (1212) operated by a first user (312) without notification to from the first gaming device of the loss of connection, the first user accessing and participating remotely, through the first gaming device, in an interactive electronic game in progress and hosted by the game hosting device; determining, by the game hosting device and in response to detecting the loss of connection with the first user, a game state (114) associated with the first user; determine, by the game hosting device and after detecting the loss of connection and in response to detecting the loss of connection, whether an acknowledgment is received (116) from the first user through a user device confirming that the first user has the intention to rejoin the interactive game, in which the user's device is not the first gaming device through which the first user was accessing and participating in the interactive electronic game before the loss of connection; and in response to the determination that confirmation is received, the game hosting device stores the game state (118).
[0002]
Method according to claim 1, characterized by detecting the loss of connection comprising detecting the loss of connection between the first gaming device and the game hosting device over a first communication mode; and confirmation received from the first user via the user device is received using a second communication mode (1220) different from the first communication mode, the second communication mode providing a communication channel between the user device and the device game hosting.
[0003]
Method according to claim 1 or 2, characterized in that it further comprises: rejoin the first user in the interactive game (222); reestablish control of the first user over a first character in the game within the interactive game, in which the first user was controlling the first character in the game before detecting the loss of connection; and re-establish, through the game hosting device, a reproduction state (224) corresponding to the first character of the game within the interactive game as defined by the stored game state.
[0004]
Method according to claim 3, characterized by storing the game state comprising reserving a position in a team of one or more interactive game characters within the interactive game, in which the one or more game characters are controlled by one or more more seconds users continuing to play the interactive video game while the connection to the first user is lost; and in which the restoration of the reproduction state corresponding to the first user comprises reactivating the first game character within the interactive game in the team position.
[0005]
Method according to claim 3, characterized by storing the game state comprising: identify that the first user is associated with the first game character within the interactive game, and reserve the first game character from a plurality of game characters within the interactive game, so that another user cannot rejoin the interactive game in place of the first game character.
[0006]
Method, according to claim 3, characterized by the storage of the game state comprising maintaining attributes of the first game character within the interactive game controlled by the first user at a time during the interactive game when the loss of the connection is detected; and in which the restoration of the reproduction state corresponding to the first user comprises re-associating the first user with the first game character and configuring the first game character with the maintained attributes.
[0007]
Method according to claim 3, characterized by restoring the reproductive state comprising: receive input from one or more other users participating in the interactive game; determine, from the input of one or more other users, whether the one or more other users authorize the first user to rejoin the interactive game; and authorize the reinstatement of the first user in the interactive game after it has been determined that the one or more users authorize the first user to be reinstated.
[0008]
Method, according to claim 2, characterized by the fact that the first mode of communication through the distributed network allows the first user, through the first gaming device, to interact with the interactive game hosted remotely from the first gaming device by game hosting device, and where the second communication mode is not used by the first gaming device.
[0009]
Method according to claim 2, characterized in that it further comprises: communicate a request to the first user requesting confirmation (514) that the first user intends to rejoin the interactive game, in which communicating the request comprises communicating the request in response to the game hosting device detecting the loss of connection and communicating the request via the second communication mode to the user device that is not the first gaming device; and where confirmation is received in response to the request for confirmation that the first user intends to rejoin the interactive game.
[0010]
Method according to claim 1, characterized by the receipt of the confirmation comprising receiving, on the game hosting device, the confirmation from a predefined third party source (314, 1224) with which the first user communicates, in which the third party source is independent of the first user, independent of the game hosting device and not operated by the first user.
[0011]
Method according to claim 1, characterized in that it further comprises: rejoin the first user with control over a first game character within the interactive game; and restore a play state corresponding to the first game character within the interactive game as defined by the stored game state.
[0012]
Method according to claim 11, characterized by the storage of the game state comprising reserving a position in a team of one or more characters of interactive game within the interactive game, and in which the restoration of the reproduction state corresponding to the first user comprises reactivate the first user within the interactive game in the team position.
[0013]
Method according to claim 2, characterized in that it further comprises: identify the second mode of communication associated with the first user, where the second mode of communication is through the user device that is distinct and separate from the first gaming device and does not communicate through the first gaming device; and request, using the second communication mode provided by the user device and in response to the detection of the loss of connection, confirmation (514) from the first user that the first user intends to re-enter the interactive game.
[0014]
Method according to claim 2, characterized in that it further comprises: identify, in response to the detection of connection loss, the second mode of communication associated with the first user; and request, using the second mode of communication and in response to the detection of loss of connection, confirmation from the first user that the first user intends to rejoin the interactive game; where the identification of the second mode of communication associated with the first user comprises: request, from a third party service, the second mode of communication and corresponding contact information associated with the first user for the second mode of communication; and receive, from the third party service and via the network, an identification of the second mode of communication and the corresponding contact information.
[0015]
Storage medium, characterized by comprising instructions that, when executed by a processor, carry out the method as defined in any one of claims 1 to 14.
[0016]
Storage medium, characterized by comprising instructions that, when executed by a processor-based system (1410), perform the steps of: detecting a loss of connection (112) over a distributed network (1216) with a first gaming device (1212) operated by a first user (312) without notification from the first gaming device of the loss of connection, the first user accessing and participating remotely, through the first gaming device, of an interactive electronic game in progress; determining, in response to detecting the loss of connection with the first user, a game state (114) associated with the first user; determine, after detecting the loss of connection and in response to detecting the loss of connection, whether an acknowledgment is received (116) from the first user through a user device confirming that the first user intends to rejoin the interactive game, where the user device is not the first gaming device through which the first user was accessing and participating in the interactive electronic game prior to the loss of connection; and in response to the determination that confirmation is received, store the game state (118).
[0017]
Storage medium according to claim 16, characterized by the fact that detecting the loss of connection comprises detecting a loss of connection between the first gaming device and a game hosting device (316, 1214) through a first mode of communication; and confirmation received from the first user via the user device is received using a second communication mode (1220) different from the first communication mode, the second communication mode providing a communication channel between the user device and the device game hosting.
[0018]
Storage medium according to claim 16 or 17, characterized in that it comprises additional instructions that, when executed by the processor-based system, perform the steps of: rejoin the first user in the interactive game (222) which is continued to be played by one or more other users while the connection to the first gaming device was lost; reestablish the first user's control over a first game character within the interactive game, in which the first user was controlling the first game character before detecting the loss of connection; and reestablish a reproduction state (224) corresponding to the first game character within the interactive game, as defined by the stored game state.
[0019]
System configured to allow users to participate in an interactive game, the system characterized by understanding: means for detecting a loss of connection (112) over a distributed network (1216) with a first gaming device (1212) operated by a first user (312) without notification from the first gaming device of the loss of connection, the first user accessing and participating remotely, through the first gaming device, of an interactive electronic game in progress; means for determining, in response to detecting the loss of connection with the first user, a game state (114) associated with the first user; means for determining, after detecting the loss of connection and in response to detecting the loss of connection, whether an acknowledgment is received (116) from the first user via a user device confirming that the first user intends to rejoin the game interactive, in which the user's device is not the first gaming device through which the first user was accessing and participating in the interactive electronic game before the loss of connection; and means for storing, in response to the determination that confirmation is received, the game state (118).
[0020]
System according to claim 19, characterized by the fact that detecting the loss of connection comprises a loss of connection between the first gaming device and a game hosting device (316, 1214) through a first communication mode; and confirmation received from the first user via the user device is received using a second communication mode (1220) different from the first communication mode, the second communication mode providing a communication channel between the user device and the device game hosting.
[0021]
System according to claim 19 or 20, characterized in that it further comprises: means for rejoining the first user in the interactive game (222) which is continued to be played by one or more other users while the connection to the first gaming device was lost; reestablish the first user's control over a first game character within the interactive game, in which the first user was controlling the first game character before detecting the loss of connection; and means for restoring a reproduction state (224) corresponding to the first game character within the interactive game, as defined by the stored game state.
类似技术:
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BR112013026991B1|2021-01-26|method for providing an interactive electronic game, storage medium, and system
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法律状态:
2018-12-18| B06F| Objections, documents and/or translations needed after an examination request according [chapter 6.6 patent gazette]|
2019-10-08| B06U| Preliminary requirement: requests with searches performed by other patent offices: procedure suspended [chapter 6.21 patent gazette]|
2020-11-24| B09A| Decision: intention to grant [chapter 9.1 patent gazette]|
2021-01-26| B16A| Patent or certificate of addition of invention granted [chapter 16.1 patent gazette]|Free format text: PRAZO DE VALIDADE: 20 (VINTE) ANOS CONTADOS A PARTIR DE 12/04/2012, OBSERVADAS AS CONDICOES LEGAIS. |
优先权:
申请号 | 申请日 | 专利标题
US201161477104P| true| 2011-04-19|2011-04-19|
US61/477104|2011-04-19|
US13/188631|2011-07-22|
US13/188,631|US8814697B2|2011-04-19|2011-07-22|Method and apparatus for use in preserving a game state|
PCT/US2012/033375|WO2012145231A1|2011-04-19|2012-04-12|Method and apparatus for use in preserving a game state|
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