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Reducing bandwidth requirements for peer-to-peer gaming based on error difference between actual game object state and simulated game object state being below an error threshold

  • US 7,925,601 B2
  • Filed: 10/19/2009
  • Issued: 04/12/2011
  • Est. Priority Date: 11/13/2006
  • Status: Expired due to Fees
First Claim
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1. In a peer-to-peer multiplayer game architecture where game objects are partitioned across participating peers, a method comprising:

  • receiving guidance pertaining to activity of at least one game object controlled by a remote player; and

    simulating the activity of the at least one game object using artificial intelligence based on the guidance;

    converging from artificial intelligence simulation of the activity of the at least one game object to controlling the activity of the at least one game object via object updates, the convergence comprising;

    receiving an object update from the remote player;

    treating the object update as guidance;

    computing an error between a simulated state of the at least one game object and an actual state of the at least one game object; and

    if the computed error is less than a threshold value, warping to the at least one game object'"'"'s actual state.

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