INTERACTIVE ASYNCHRONOUS GAME BUCKETING FACILITY
First Claim
1. A method of managing prior game play data for asynchronous computer game play, comprising:
- a. Providing fast response searchable memory for storage of game play data, the memory having a data search and data retrieval speed that is substantially faster than a data search and data retrieval speed from a structured database;
b. Receiving, at a server, game play data from a live gaming participant;
c. Identifying an attribute of at least one of the live gaming participant and the game play data, forming a live game attribute;
d. Providing a plurality of game play data buckets in the fast response searchable memory, wherein each bucket includes data relating to a different attribute, forming a bucket attribute corresponding to each bucket; and
e. Storing the game play data in one of the plurality of buckets where the bucket attribute and the live game attribute substantially match, such that, upon receipt of a gaming request that includes a desired attribute, the desired attribute can be used as a basis for identifying a bucket from the plurality of buckets in which to search for prior game data to be used to simulate an opponent in a multi-player game environment where the live gaming participant can play against and have two-way interactions with an apparently live opponent, the apparently live opponent'"'"'s interaction being based on the prior game play data.
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Accused Products
Abstract
Improved capabilities are described for managing prior game play data for asynchronous computer game play, comprising: providing fast response searchable memory for storage of game play data having a data search and data retrieval speed that is substantially faster than a data search and data retrieval speed from a structured database; receiving game play data from a live participant; identifying a game attribute; providing a plurality of game play data buckets in the fast response searchable memory, forming a bucket attribute corresponding to each bucket; and storing the game play data in one of the buckets where the bucket attribute and the game attribute substantially match, such that, upon receipt of a gaming request that includes a desired attribute, the desired attribute can be used as a basis for identifying a bucket from the buckets in which to search for prior game data to be used to simulate an opponent.
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Citations
20 Claims
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1. A method of managing prior game play data for asynchronous computer game play, comprising:
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a. Providing fast response searchable memory for storage of game play data, the memory having a data search and data retrieval speed that is substantially faster than a data search and data retrieval speed from a structured database; b. Receiving, at a server, game play data from a live gaming participant; c. Identifying an attribute of at least one of the live gaming participant and the game play data, forming a live game attribute; d. Providing a plurality of game play data buckets in the fast response searchable memory, wherein each bucket includes data relating to a different attribute, forming a bucket attribute corresponding to each bucket; and e. Storing the game play data in one of the plurality of buckets where the bucket attribute and the live game attribute substantially match, such that, upon receipt of a gaming request that includes a desired attribute, the desired attribute can be used as a basis for identifying a bucket from the plurality of buckets in which to search for prior game data to be used to simulate an opponent in a multi-player game environment where the live gaming participant can play against and have two-way interactions with an apparently live opponent, the apparently live opponent'"'"'s interaction being based on the prior game play data. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A system for managing prior game play data for asynchronous computer game play, comprising:
a computer game facility with fast response searchable memory for storage of game play data, the memory having a data search and data retrieval speed that is substantially faster than a data search and data retrieval speed from a structured database;
receiving, at a server, game play data from a live gaming participant;
identifying an attribute of at least one of the live gaming participant and the game play data, forming a live game attribute;
providing a plurality of game play data buckets in the fast response searchable memory, wherein each bucket includes data relating to a different attribute, forming a bucket attribute corresponding to each bucket; and
storing the game play data in one of the plurality of buckets where the bucket attribute and the live game attribute substantially match, such that, upon receipt of a gaming request that includes a desired attribute, the desired attribute can be used as a basis for identifying a bucket from the plurality of buckets in which to search for prior game data to be used to simulate an opponent in a multi-player game environment where the live gaming participant can play against and have two-way interactions with an apparently live opponent, the apparently live opponent'"'"'s interaction being based on the prior game play data.- View Dependent Claims (12, 13, 14, 15)
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16. A computer program product embodied in a computer readable medium that, when executing on one or more computers, performs the steps of:
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a. In response to receiving asynchronous game play data, identifying a category for which the asynchronous game play data belongs through an assessment of information associated with the asynchronous game play data; and b. storing the asynchronous game play data in memory along with an association with the category such that the asynchronous game play data can be retrieved based on a request for asynchronous game play with an opponent that substantially matches attributes of the category. - View Dependent Claims (17, 18, 19, 20)
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Specification