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
First Claim
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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Accused Products
Abstract
Techniques enable the reduction of bandwidth requirements for peer-to-peer gaming architectures. In some embodiments, these techniques allow differentiation among players to decide which players should receive continuous updates and which should receive periodic updates. For those gaming systems receiving periodic updates, guided artificial intelligence is employed to simulate activity of a game object based on guidance provided by the periodic updates. Conversely, for those gaming systems receiving continuous updates, the continuous updates may be employed to update the activity of the game object rather than simulating the activity.
34 Citations
6 Claims
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1. In a peer-to-peer multiplayer game architecture where game objects are partitioned across participating peers, a method comprising:
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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. - View Dependent Claims (2, 3, 4, 5, 6)
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Specification