Reducing Bandwidth Requirements for Peer-to-Peer Gaming Architectures
First Claim
1. In a peer-to-peer multiplayer game architecture where game objects are partitioned across participating peers, a method comprising:
- differentiating among multiple remote players to determine whether a remote player should receive continuous updates or periodic updates;
sending one of continuous updates or periodic updates to each remote player according to the determination; and
receiving, from the remote players, continuous and periodic updates pertaining to game objects;
responsive to the continuous updates, updating activity of the corresponding game objects controlled by the remote players;
responsive to the periodic updates, using guided artificial intelligence to simulate activity of the corresponding game objects controlled by the remote players.
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Accused Products
Abstract
Techniques enable the reduction of bandwidth requirements for peer-to-peer gaming architectures. In some embodiments, these techniques allow differentiation among players to decide which players should receive continuous updates and which should receive periodic updates. For those gaming systems receiving periodic updates, guided artificial intelligence is employed to simulate activity of a game object based on guidance provided by the periodic updates. Conversely, for those gaming systems receiving continuous updates, the continuous updates may be employed to update the activity of the game object rather than simulating the activity.
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Citations
20 Claims
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1. In a peer-to-peer multiplayer game architecture where game objects are partitioned across participating peers, a method comprising:
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differentiating among multiple remote players to determine whether a remote player should receive continuous updates or periodic updates; sending one of continuous updates or periodic updates to each remote player according to the determination; and receiving, from the remote players, continuous and periodic updates pertaining to game objects; responsive to the continuous updates, updating activity of the corresponding game objects controlled by the remote players; responsive to the periodic updates, using guided artificial intelligence to simulate activity of the corresponding game objects controlled by the remote players. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. In a peer-to-peer multiplayer game architecture where game objects are partitioned across participating peers, a method comprising:
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receiving guidance pertaining to activity of a game object controlled by a remote player; and simulating the activity of the game object using artificial intelligence based on the guidance. - View Dependent Claims (9, 10, 11, 12, 13, 14)
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15. A computer-readable medium comprising a plurality of instructions that, when executed by at least one processor, causes the at least one processor to perform acts comprising:
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prioritizing multiple remote peers based on importance of a remote peer to a local peer; separating the multiple remote peers into at least first and second groups based on the prioritization; and sending object state information at a first rate to at least one remote peer in the first group and at a second rate to at least one remote peer in the second group. - View Dependent Claims (16, 17, 18, 19, 20)
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Specification