System and method for networking video games
First Claim
1. A system for networking electronic game units, comprising:
- an arcade router coupled with one or more game units at each of a plurality of locations and coupled to a communications resource for supporting bi-directional exchange of information with said one or more game units;
a first router coupled with a first group of said communications resources for supporting bi-directional exchange of information with a corresponding first group of said one or more game units;
a first server coupled with said first router for controlling said bi-directional exchange of information so as to support interactive play by a plurality of game units at different ones of said plurality of locations; and
a state synchronizing system for synchronizing the exchange of state information among game units which are engaged in interactive play in such a manner that each of said game units operates on substantially the same sequence of incoming information.
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Accused Products
Abstract
A system for a networking electronic game units, includes an arcade router coupled with one or more game units at each of a plurality of locations and coupled to a communications resource for supporting bi-directional exchange of information with the one or more game units. A first router is coupled with a first group of the communications resources for supporting bi-directional exchange of information with a first group of game units. A first server is coupled with the first router for controlling the bi-directional exchange of information so as to support interactive play by game units at different locations. Embodiments of the system may include a state synchronizing method for synchronizing the exchange of information among game units which are engaged in interactive play in such a manner that each of the game units operates on substantially the same sequence of incoming information, and a bandwidth manager for controlling access of each game unit to the network based on available bandwidth and on a player skill level associated with each game unit.
160 Citations
41 Claims
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1. A system for networking electronic game units, comprising:
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an arcade router coupled with one or more game units at each of a plurality of locations and coupled to a communications resource for supporting bi-directional exchange of information with said one or more game units;
a first router coupled with a first group of said communications resources for supporting bi-directional exchange of information with a corresponding first group of said one or more game units;
a first server coupled with said first router for controlling said bi-directional exchange of information so as to support interactive play by a plurality of game units at different ones of said plurality of locations; and
a state synchronizing system for synchronizing the exchange of state information among game units which are engaged in interactive play in such a manner that each of said game units operates on substantially the same sequence of incoming information. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12)
means for determining available bandwidth;
means for determining a player skill level associated with each game unit requesting access to the network;
means for determining the average skill level (ASL) of all players requesting access to the network;
means for establishing a promotion threshold (PT) based on said average skill level and said available bandwidth; and
means for granting player access to the network if the player'"'"'s skill level exceeds said promotion threshold.
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5. The system of claim 4 wherein said bandwidth manager further includes means for assigning a predetermined percentage of said bandwidth as a free access percentage (FAP) wherein access is granted without regard to player skill for so long as said free access percentage of said bandwidth is available.
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6. The system of claim 5 wherein said bandwidth manager further includes means for establishing a skilled player reserve percentage (SRP) of said bandwidth and a skilled player threshold skill level, above which a game unit will be granted access to said skilled player reserve percentage of said bandwidth.
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7. The system of claim 6 wherein when said free access percentage of said bandwidth is in use, network access is granted when player skill level exceeds a promotion threshold determined in accordance with the following:
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8. The system of claim 3 wherein said bandwidth manager further includes means for establishing an overhead reserve percentage of said bandwidth unavailable for player access.
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9. The system of claim 2 wherein said at least one additional router and server comprise one or more regional routers and servers for supporting interactive play for game units coupled via communications resources with two or more first routers, at least one super-regional router and server for supporting interactive play for game units which are coupled via communications resources and first routers with two or more of said regional routers and servers and a national router and server for supporting interactive play for game units coupled via communications resources, first routers and regional routers to two or more of said super-regional routers.
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10. The system of claim 1 wherein said first server further includes a bandwidth manager for controlling access of each game unit to said network based on available bandwidth and on a player skill level associated with each game unit.
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11. The system of claim 10 wherein said bandwidth manager includes:
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means for determining available bandwidth;
means for determining a player skill level associated with each game unit requesting access to the network;
means for determining the average skill level (ASL) of all players requesting access to the network;
means for establishing a promotion threshold (PT) based on said average skill level and said available bandwidth; and
means for granting player access to the network if the player'"'"'s skill level exceeds said promotion threshold.
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12. The system of claim 1 wherein said state synchronizing means further includes means for determining the number of game units participating in a multi-system game, means for transmitting input data from each of said game units when in each of a plurality of states to each other game unit, and means for preventing each game unit from transitioning to a next state until the input data from every other game unit in said multi-system game in the prior state have been received, such that all game units in said multi-system game operate on the same set of said input data in each state prior to transitioning to the next state.
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13. A bandwidth manager for a network for linking a plurality of game units for interactive play, said bandwidth manager controlling access of each game unit to said network based on available bandwidth and on a player skill level associated with each game unit, said bandwith manager comprising:
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means for determining available bandwidth;
means for determining a player skill level associated with each game unit requesting access to the network;
means for determining the average skill level (ASL) of all players requesting access to the network;
means for establishing a promotion threshold (PT) based on said average skill level and said available bandwidth; and
means for granting player access to the network if the player'"'"'s skill level exceeds said promotion threshold. - View Dependent Claims (14, 15, 16)
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17. A method for managing bandwidth in a network for linking a plurality of game units for active play, said method controlling access of each game unit to communications resources of said network based on available bandwidth and on a player skill level associated with each game unit, said method comprising the steps of:
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determining available bandwidth on each communication resource;
determining a player skill level associated with each game unit requesting access to the network;
determining the average skill level (ASL) of all players requesting access to the network;
establishing a promotion threshold (PT) based on said average skill level and said available bandwidth; and
granting player access to the network if the player'"'"'s skill level exceeds said promotion threshold. - View Dependent Claims (18, 19, 20)
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21. A bandwidth manager for a network for linking a plurality of game units for interactive play, said bandwidth manager controlling access of each game unit to said network based on available bandwidth and on a player skill level associated with each game unit, said bandwith manager comprising:
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means for determining available bandwidth at each level of the network;
means for determining a player skill level associated with each game unit requesting access to the network;
means for determining the average skill level (ASL) of all players requesting access to the network;
means for establishing a promotion threshold (PT) for each level of the network based on said average skill level and said available bandwidth; and
means for granting player access to a given level of the network if the player'"'"'s skill level exceeds said promotion threshold for that level of the network. - View Dependent Claims (22, 23, 24, 25)
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26. A method for managing bandwidth in a network for linking a plurality of game units for active play, said method controlling access of each game unit to communications resources of said network based on available bandwidth and on a player skill level associated with each game unit, said method comprising the steps of:
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determining available bandwidth on each communications resource;
determining a player skill level associated with each game unit requesting access to the network;
determining the average skill level (ASL) of all players requesting access to the network;
establishing a promotion threshold (PT) for each level of the network based on said average skill level and said available bandwidth; and
granting player access to a given level of the network if the player'"'"'s skill level exceeds said promotion threshold for that level of the network. - View Dependent Claims (27, 28, 29, 30)
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- 31. A state synchronizing system for synchronizing the exchange of state information among a plurality of game units which transition through a plurality of states in a course of a game and which are engaged in interactive play in such a manner that each of said game units operates on substantially the same sequence of incoming information, the state synchronizing system further including means for determining a number of game units participating in a multi-system game, means for transmitting input data from each of said game units when in each state to each of the other of the plurality of game units, and means for preventing each game unit from transitioning to a next state until the input data from every other game unit in said multi-system game in a prior state have been received, such that all game units in said multi-system game operate on a same set of said input data in each state prior to transitioning to the next state.
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37. A state synchronizing method for synchronizing the exchange of state information among game units which transition through a plurality of states in the course of a game which are engaged in interactive play in such a manner that each of said game units operates on substantially a same sequence of incoming information, said state synchronizing method further including the steps of:
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determining a number of game units participating in a multi-system game;
transmitting input data from each of said game units when in each state to each other game unit; and
preventing each of said game units from transitioning to a next state until input data from every other game unit in said multi-system game in a prior state have been received, such that all game units in said multi-system game operate on a same set of said input data in each state prior to transitioning to a next state. - View Dependent Claims (38, 39, 40, 41)
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Specification