SYSTEM AND METHOD FOR VEHICULAR AD-HOC GAMING NETWORKING
First Claim
Patent Images
1. A vehicle communication system comprising:
- a computer processor in communication with persistent and non-persistent memory;
a local transceiver operable to communicate with a remote transceiver of another vehicle communication system and in communication with the processor;
wherein the processor, in conjunction with the persistent and non-persistent memory, is operable to maintain a game state, including a player character;
wherein the processor is further operable to detect that a change in game players has occurred;
wherein the processor is operable to determine whether one or more players previously present in the game state are still present in the game state, and, for at least one player no longer present, to determine whether or not that player should be replaced by a computer-controlled player, wherein if the processor determines that a no-longer present player should be replaced by a computer controlled player, the processor is operable to create a computer controlled player in place of the no-longer present player.
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Abstract
A game is provided which can be played over a vehicular ad hoc network. Because vehicles may rapidly change locations, the game is capable of switching to new instances of the same game with relatively seamless transitions. Players who are no longer in a new instance, but were in the previous instance, may be replaced by computer controlled players to add to the seamlessness of the transition.
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Citations
17 Claims
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1. A vehicle communication system comprising:
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a computer processor in communication with persistent and non-persistent memory; a local transceiver operable to communicate with a remote transceiver of another vehicle communication system and in communication with the processor; wherein the processor, in conjunction with the persistent and non-persistent memory, is operable to maintain a game state, including a player character; wherein the processor is further operable to detect that a change in game players has occurred; wherein the processor is operable to determine whether one or more players previously present in the game state are still present in the game state, and, for at least one player no longer present, to determine whether or not that player should be replaced by a computer-controlled player, wherein if the processor determines that a no-longer present player should be replaced by a computer controlled player, the processor is operable to create a computer controlled player in place of the no-longer present player. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12)
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13. A vehicle communication system comprising:
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a computer processor in communication with persistent and non-persistent memory; a local transceiver operable to communicate with a remote transceiver of another vehicle communication system and in communication with the processor; wherein the processor, in conjunction with the persistent and non-persistent memory, is operable to maintain a game state, including at least a player character; wherein the processor is further operable to detect when the player character has entered a game and to determine if there are any existing computer controlled characters in the game; wherein the processor is operable to replace an existing computer controlled character with the player character. - View Dependent Claims (14, 15)
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16. A vehicle communication system comprising:
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a local computer processor in communication with persistent and non-persistent memory; a local transceiver operable to communicate with a remote transceiver of another vehicle communication system and in communication with the processor; wherein the local processor is operable to detect that a signal strength of a communication with the remote transceiver has fallen below a certain threshold; wherein the local processor is further able to determine that a second remote transceiver has a stronger signal strength; wherein the local processor is able to detect that a remote processor, connected to the second remote transceiver, is running an instance of the same game presently being run by the local processor; and wherein the local processor is operable to automatically connect to the second remote transceiver and to join the instance of the same game being run by the remote processor. - View Dependent Claims (17)
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Specification