System and method for providing an on-line gaming experience...

Interactive video distribution systems – Video distribution system with upstream communication – Having link to external network

Reexamination Certificate

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Details

C725S133000, C725S141000, C463S042000

Reexamination Certificate

active

06810528

ABSTRACT:

BACKGROUND OF THE INVENTION
1. Field of the Invention
The present invention relates to systems for enabling a networked gaming experience in an interactive environment in which one or more game console devices is/are connected with a server system through a bi-directional communications network, wherein the server system is capable of receiving uploaded data from the game console in the form of instructions for progression of a game implemented by a server-side program component, and the console device receives downloaded data from the server which reflects a next step or updated status of the game for use by a complementary program component executed in the game console, along with providing audio/visual signals for displaying the state of the game on a TV display device.
2. Description of the Related Art
In recent years, players have been able to enjoy interactive gaming not only through use of an isolated game console located, for example, in a household and operated in conjunction with a game card or CD-ROM disk containing a game program, but also by connection to bi-directional communications networks which enable such services as downloading of new games into the game console, or interactive gaming for one or more players by means of complementary operation with a game program component executed on a server network station. In the latter case, because the game is operated in consort with a server-side executed program component, it is necessary for the user or users to be connected to the server during playing of the game, with successive uploading and downloading of data packets occurring between the server and game console, and hence the term “online gaming” has been used to describe such systems.
Currently, online gaming can be provided through a conventional telephone line or a high-speed communications network (such as ISDN or cable modem connections), wherein the network carries only data in the form of user instructions and updated status information between a networked game console and a game server. In such systems, it is contemplated that complementary program components are executed in tandem, simultaneously within the game console and the game server, wherein the program components must share information across the network. For example, when a user desires to execute a move or otherwise make some play in the game, data or variable information which represents the desired play (user input) is transmitted across the network and received by the game server. At this time the received data, potentially along with other similar data received from other players, are inputted as variables to the program component executed in the game server which then processes the data to update the next status of the game. Then, data reflecting the updated status of the game is transmitted from the game server through the network and received by one or more connected consoles, which utilize such data in a game console-side executed program component which issues commands to graphics and/or sound processing units, or the like, which in turn output audio and visual signals to a display device.
A simplified explanation of how sharing of data takes place between a game server
10
and a networked game console
60
, over a bi-directional communications network, in accordance with a conventional technique, is shown in FIG.
3
. In this example, a server-side network facility comprises one or more game servers
10
in which a server-side component of a game program is to be loaded and executed, the game server
10
being connected across a local area network (LAN)
20
through which the game server
10
is able to access various programs and interactive media content stored in peripheral storage devices (not shown) accessible through the LAN
20
. In the typical case of multiple game servers
10
, a router
30
for directing data to a designated computer according to an address associated with the data packet received by the router
30
is provided on the server-side facility, by which signals received from client game consoles can be properly directed through the LAN
20
to a designated game server
10
.
On the client side of the system, a household facility comprises a network capable game console
60
, a cable modem or network adapter device
50
, and a TV display device
80
connected to the game console
60
. The game console
60
loads and executes a client side component of a game program, wherein the client side program component is responsible for generation of commands for controlling sound and display processing units (not shown) which are housed in the game console
60
. Although not shown, it shall be understood that multiple household facilities may establish network connections with the game server
10
simultaneously, wherein the respective game consoles
60
in each household load and execute multiple versions of the same program making up the game console-side component of the video game.
When an online game is desired to be played by a user, a network connection is established between the game server
10
and the game console
60
through the cable modem or network adapter device
50
. At this time, a game console-side component of the game program is loaded into the game console
60
, which may be loaded either from a storage media
70
, such as a CD-ROM disk, or may be downloaded from the game server
10
. A complementary server-side component of the program is run in the game server
10
, in particular wherein data in the form of instructions from the user and updated status information from the game server are transferred over the network connection.
According to this conventional technique, the responsibility for audio and video outputs to the display device
80
are handled exclusively by processing units housed in the game console
60
, whereas only data signals are transferred back and forth between the game server
10
and the game console
60
.
Examples of other conventional systems, making use of a CATV network, have been described in a variety of sources. For example, systems for the distribution of video games are known from U.S. Pat. No. 4,247,106 to Jeffers et al. and U.S. Pat. No. 5,051,822 to Rhoades.
In Jeffers et al., a plurality of video games are made available, by time-division multiplexing, for downloading into a player console which selects one of the available games for loading into a game program memory. With this system, however, although an individual user can access programs from a CATV network, execution of the program and display of graphics takes place exclusively on the player console side and not through complementary operation with a program component executed on the server side.
Similarly, Rhoades relates to a distribution system which enables the downloading of video game software from a remote game storage center on a pay-per-play basis over a CATV network. However, once a given program is downloaded and resident in a game console (home computing element), execution of the game, and related audio/visual outputs therefor, are facilitated by graphics and sound generators provided locally in the game console.
Examples of multi-player interactive gaming systems in which complementary program components are operated in respective server and game terminals, with data transfer occurring across a network, are known from U.S. Pat. No. 5,830,069 to Soltesz et al. and U.S. Pat. No. 5,630,757 to Gagin et al.
Soltesz et al. describe a system in the context of an interactive bingo game, wherein a bingo number is automatically selected and captured on video at a server site, and the video picture is digitized and sent through a wide area network (WAN), which may comprise a CATV network, to separate PCs which then redraw the graphic and display it on a screen at a plurality of respective participation sites. Players can then enter a command from the screen site computer, signaling a bingo, which is then uploaded to the server site where verification is performed. Although this system does contemplate some limited sharing of data between server an

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