Code Execution Probability Based Server-to-Client Transfer of Game Code
First Claim
1. A method for execution probability based server-to-client transmission of game code, comprising:
- operating a computer to receive a current game state of a game being executed on a client computer system from a subset of game code;
determining respective probabilities for advancement from the current game state to a set of possible later game states;
prioritizing game code required for the set of possible later game states in accordance with the determined probabilities for advancement from the current game state to each of the set of possible later game states; and
transmitting game code required for the set of possible later game states, in order of the prioritized game code, from a sever computer system to the client computer system.
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Accused Products
Abstract
A computer is operated to receive a current game state of a game being executed on a client computer system from a subset of game code. A determination is made of respective probabilities for advancement from the current game state to a set of possible later game states. Game code required for the set of possible later game states is prioritized in accordance with the determined probabilities for advancement from the current game state to each of the set of possible later game states. Game code required for the set of possible later game states is transmitted from a sever computer system to the client computer system in order of the prioritized game code.
18 Citations
20 Claims
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1. A method for execution probability based server-to-client transmission of game code, comprising:
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operating a computer to receive a current game state of a game being executed on a client computer system from a subset of game code; determining respective probabilities for advancement from the current game state to a set of possible later game states; prioritizing game code required for the set of possible later game states in accordance with the determined probabilities for advancement from the current game state to each of the set of possible later game states; and transmitting game code required for the set of possible later game states, in order of the prioritized game code, from a sever computer system to the client computer system. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A non-transitory computer readable medium having program instructions stored thereon for implementing a method for execution probability based server-to-client transmission of game code, comprising:
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program instructions for receiving a current game state of a game being executed on a client computer system from a subset of game code; program instructions for determining respective probabilities for advancement from the current game state to a set of possible later game states; program instructions for prioritizing game code required for the set of possible later game states in accordance with the determined probabilities for advancement from the current game state to each of the set of possible later game states; and program instructions for transmitting game code required for the set of possible later game states, in order of the prioritized game code, from a sever computer system to the client computer system. - View Dependent Claims (12, 13, 14, 15, 16, 17, 18, 19, 20)
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Specification