System and method for networking video games

Amusement devices: games – Including means for processing electronic data – With communication link

Reexamination Certificate

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Details

C463S040000

Reexamination Certificate

active

06315668

ABSTRACT:

FIELD OF THE INVENTION
A method and system are described for networking several video games together to form a multi-system game for interactive play. The invention includes a synchronization method, referred to herein as the “State Sync. Method.” The invention also includes a bandwidth management method and system for such a network.
BACKGROUND OF THE INVENTION
Definition of Terms
The following terms, as used herein, have the following meanings:
Game Unit, or Video Game Unit—Any piece of computing equipment that executes software used for entertainment purposes, including but not limited to, video game equipment or a general purpose computer running video game software.
Game—The experience of playing on a video game. A game may be a played on a single stand-alone game unit or on more than one game unit.
Multi-System Game—A game played on more than one video game unit.
State Sync. Method—A means of allowing players at multiple game units to participate in a multi-player, multi-system game. This method is further defined below.
Game State, or State—Game state refers to the value, at a given instant in time, of those parameters that control the outcome of the game. Some examples of game state parameters are, the position of objects both on and off the screen, character strength, character health, and wealth.
Value of a State—For a given state, state_n the value of state_n defines all game parameters that effect the outcome of the game.
State Transitions—State transitions occur periodically. The new game state will be a function of the current game state and the current inputs.
State Synchronization—During game play the game state is periodically changing. The state changes typically occur 30 to 60 times per second. Multiple game units are said to have their states synchronized if the sequence of game states that occurs on each game unit are identical. It is not necessary for the state transitions to occur at the same time, nor is it necessary that all game units remain in any given state for the same amount of time.
Group—The term group will be used to refer to the subset of game units which are networked together and need to maintain state synchronization. The game units in a group are said to be participating in a multi-system game.
System—Any piece of computer equipment. This term is sometimes used herein synonymously with game unit.
Inputs—This term refers to any event caused by influences external to the game or group that may affect state transitions, or that may affect the outcome of the game. This includes but is not limited to the pressing of buttons, or the moving of a joystick or actuation of other input devices.
Two or more physically independent game units connected via any data communications network, or any direct electrical connection, require some sort of network management system or method if players at different geographical locations are to participate in the same game. The present invention provides such a system or method.
In general, a video game program is based on a series of state transitions. Typically these transitions are made at periodic intervals usually related to the video frame rate for that game system. Some or all of the state transitions will be dependent on input values. Multiple game units coupled via a network for a multi-system game require some method of state synchronization. The invention provides such a method.
SUMMARY OF THE INVENTION
In accordance with one aspect of the invention, there is provided a method and system for networking video games which permits two or more players in different locations to engage in real time interactive play.
In accordance with another aspect of the invention, there is provided a synchronization method which synchronizes two or more game units at different locations which are linked by a network such that the same sequence of game states occurs on each game unit.
In accordance with yet another aspect of the invention, there is provided a bandwidth management system and method which monitors available network bandwidth in order to coordinate competition and control player access to a hierarchy of network levels based on predetermined player criteria.
The State Sync. Method of the invention assures that each game unit maintains state synchronization with every other game unit in a group of networked video game units. This is accomplished by ensuring that each game unit in the group operates on the same stream of input that every other game unit in the group operates on. The bandwidth management method and system of the invention implements a scheme of regulating user access to available network bandwidth in a manner consistent with network capacity and user expectations.
In accordance with another aspect of the invention, a system for networking electronic game units, comprises an arcade router coupled with one or more game units at each of a plurality of locations and coupled to a corresponding communications resource for supporting bi-directional exchange of information with said one or more game units, a first router coupled with a first group of said communications resources for supporting bi-directional exchange of information with said one or more game units at said plurality of locations, and a first server coupled with said first router for controlling said bi-directional exchange of information so as to support interactive play by a plurality of game units at different ones of said plurality of locations.
In accordance with another aspect of the invention, there is provided a state synchronizing system for synchronizing the exchange of information among a plurality of game units linked together for interactive play in such a manner that each of said game units operates on substantially the same sequence of incoming information.
In accordance with yet another aspect of the invention, there is provided a bandwidth manager for a plurality of game units capable of being linked to a network for interactive play, the bandwidth manager including means for determining available bandwidth on each communications resource of the network, means for determining a player skill level associated with each game unit requesting access to the network, means for determining the average skill level of all players requesting access to the network, means for establishing a promotion threshold based on the average skill level and the available bandwidth and means for granting player access to the network if the player's skill level exceeds the promotion threshold.
In accordance with yet another aspect of the invention, there is provided a state synchronizing method for synchronizing the exchange of information among a plurality of game units linked together for interactive play in such a manner that each of said game units operates on substantially the same sequence of incoming information. This state synchronizing method includes means for determining the number of game units participating in a multi-system game, means for determining the input data of each of said game units when in a first state, and means for preventing each of said game units from transitioning to a next state until data inputs from every other game unit in said multi-system game in said first state have been transmitted to each other game in said multi-system game, such that all game units in said multi-system game operate on the same set of said input in each state prior to transitioning to the next state.


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