Managing Multi-Player Video Game Input
First Claim
1. A method of managing multi-player game input as single-player game input, the method comprising:
- building a command queue, the command queue being a series of time-slices, each time-slice of the series of time-slices including a sequence of commands received from the multi-player game input;
extracting a most recent time-slice from the command queue, the most recent time-slice including at least one command from a master player input of the multi-player game input and at least one command from a slave player input of the multi-player input;
building alternate command queues with information extracted from the most recent time-slice, each alternate command queue including different input arrangements of the master player input and the slave player input;
analyzing the command queue and the alternate command queues to determine an optimum command queue, the optimum command queue including commands from at least one input of the multi-player input, and the optimum command queue providing a sequence of commands as the single-player input; and
outputting the optimum command queue as the single-player game input.
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Abstract
A method of managing multi-player game input as single-player game input includes building a command queue, the command queue being a series of time-slices; extracting a most recent time-slice from the command queue, the most recent time-slice including at least one command from difference inputs of the multi-player input; building alternate command queues with information extracted from the most recent time-slice; analyzing the command queue and the alternate command queues to determine an optimum command queue, the optimum command queue including commands from at least one input of the multi-player input; and outputting the optimum command queue as the single-player game input.
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Citations
4 Claims
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1. A method of managing multi-player game input as single-player game input, the method comprising:
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building a command queue, the command queue being a series of time-slices, each time-slice of the series of time-slices including a sequence of commands received from the multi-player game input; extracting a most recent time-slice from the command queue, the most recent time-slice including at least one command from a master player input of the multi-player game input and at least one command from a slave player input of the multi-player input; building alternate command queues with information extracted from the most recent time-slice, each alternate command queue including different input arrangements of the master player input and the slave player input; analyzing the command queue and the alternate command queues to determine an optimum command queue, the optimum command queue including commands from at least one input of the multi-player input, and the optimum command queue providing a sequence of commands as the single-player input; and outputting the optimum command queue as the single-player game input. - View Dependent Claims (2, 3, 4)
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Specification