QUALITY OF EXPERIENCE OPTIMIZATION USING POLICY-BASED DECISION ENGINES
First Claim
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1. A method performed by an optimization server comprising:
- determining a configuration of a networked gaming application having a plurality of game servers, wherein the configuration includes at least a mapping between users and game servers;
receiving a plurality of state parameters, including at least loading parameters of a plurality of game servers and latency parameters of a plurality of users of the respective game servers;
based on a quality of experience policy, determining whether to change the configuration of the networked gaming application; and
in response to a determination to change the configuration of the networked gaming application, sending an instruction to at least a first game server to change the configuration of the networked gaming application.
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Abstract
Systems and methods are described for managing the configuration of a networked application, such as a networked multi-player game. An optimization server determines a configuration of a networked application, such as information on a mapping between users and application servers. The optimization server receives a plurality of state parameters, such as loading parameters and latency parameters. The optimization server applies a quality of experience policy to determine whether to change the configuration of the network. The optimization server operates to send instructions to effect changes to the configuration of the networked application.
47 Citations
20 Claims
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1. A method performed by an optimization server comprising:
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determining a configuration of a networked gaming application having a plurality of game servers, wherein the configuration includes at least a mapping between users and game servers; receiving a plurality of state parameters, including at least loading parameters of a plurality of game servers and latency parameters of a plurality of users of the respective game servers; based on a quality of experience policy, determining whether to change the configuration of the networked gaming application; and in response to a determination to change the configuration of the networked gaming application, sending an instruction to at least a first game server to change the configuration of the networked gaming application. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14)
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15. A method performed by an optimization server, the method comprising:
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receiving, from each of a plurality of application servers, information representing a communication latency between the application server and a plurality of respective users of the application server; detecting an increase in communication latency for at least a first user of a first application server; in response to detection of the increase in communication latency, identifying a second application server having a lower predicted communication latency for the first user; and sending to the first application server an instruction to transfer the first user to the second application server. - View Dependent Claims (16, 17, 18)
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19. An optimization server comprising a processor and a non-transitory computer-readable storage medium, the storage medium storing instructions that are operative, when executed by the processor:
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to determine a configuration of a distributed gaming network having a plurality of game servers, wherein the configuration includes at least a mapping between users and network servers; to receive a plurality of state parameters, including at least loading parameters of a plurality of application servers and latency parameters of a plurality of users of the respective application servers; based on a quality of experience policy, to determine whether to change the configuration of the distributed gaming network; and in response to a determination to change the configuration of the distributed gaming network, to send an instruction to at least a first game server to change the configuration of the distributed gaming network. - View Dependent Claims (20)
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Specification