Handling of players and objects in massive multi-player on-line games
First Claim
Patent Images
1. A massive multi-player on-line gaming environment, comprising:
- a space information distribution system;
a game space mapping system, connected to the space information distribution system via an internal network, comprising;
a game space mapping program comprising a graph of game space;
a plurality of servers to process the graph of game space, each server of the plurality of servers sending a message to the space information distribution system to indicate a change in their own part of the game space;
a re-mapping game space program; and
a rules engine to re-calculate the game space graph;
a plurality of client proxy servers connected to the internal network; and
a multiplicity of remote users connected to the client proxy servers by a worldwide network, each of the plurality of client proxy servers handling one or more users for game duration wherein the one or more users handled by a client proxy server are not handed off to another client proxy server to be handled, wherein the space information distribution system tracks user status information for the multiplicity of remote users, the space information distribution system sends changes in the game space received from the plurality of servers to the plurality of client proxy servers, and the plurality of client proxy servers employ information from the game space mapping system and space information distribution system to distribute only user specific information to each specific remote user.
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Accused Products
Abstract
The disclosed massive multi-player on-line gaming environment and method eliminate the coordination and synchronization problems between servers by assigning each game user to a specific client proxy server for game duration and utilizing a space information distribution center to indicate client specific changes in game space. Such configuration eliminates the need to use “grey” areas around partitioning boundaries and servers having to “own” client objects thereby improving massive multi-player on-line gaming scalability.
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Citations
23 Claims
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1. A massive multi-player on-line gaming environment, comprising:
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a space information distribution system; a game space mapping system, connected to the space information distribution system via an internal network, comprising; a game space mapping program comprising a graph of game space; a plurality of servers to process the graph of game space, each server of the plurality of servers sending a message to the space information distribution system to indicate a change in their own part of the game space; a re-mapping game space program; and a rules engine to re-calculate the game space graph; a plurality of client proxy servers connected to the internal network; and a multiplicity of remote users connected to the client proxy servers by a worldwide network, each of the plurality of client proxy servers handling one or more users for game duration wherein the one or more users handled by a client proxy server are not handed off to another client proxy server to be handled, wherein the space information distribution system tracks user status information for the multiplicity of remote users, the space information distribution system sends changes in the game space received from the plurality of servers to the plurality of client proxy servers, and the plurality of client proxy servers employ information from the game space mapping system and space information distribution system to distribute only user specific information to each specific remote user. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A method for partitioning work between servers and tracking user interaction with servers in massive multi-player online games running multiple servers, comprising:
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creating an internal network that includes a space information distribution system, a game space mapping system including a plurality of servers to process a graph of game space, each server of the plurality of servers sending a message to the space information distribution system indicating a change in their own part of the game space, and a plurality of applications and servers; assigning each remote game user to one of a plurality of client proxy servers, each client proxy server handling one or more users for the duration of the multi-player game wherein the one or more users handled by a client proxy server are not handed off to another client proxy server to be handled; connecting the client proxy servers to the internal network; and employing the space information distribution system to track user status information, the space information distribution system sending the information indicating a change in game space sent by the plurality of servers to the plurality of client proxy servers to distribute user specific information to the remote users via a worldwide network. - View Dependent Claims (12, 13, 14, 15, 16, 17, 18, 19, 20, 21)
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22. A method for partitioning work between servers and tracking user interaction with servers in massive multi-player online games running multiple servers, comprising the steps of:
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segmenting game space within a multi-player game into a game graph with vertices and edges, the vertices representing game regions and the edges connecting the game regions that can influence each other; assigning each game user to one of a plurality of client proxy servers, each of the plurality of client proxy servers handling one or more users for the duration of the multi-player game wherein the one or more users handled by a client proxy server are not handed off to another client proxy server to be handled; employing a space information distribution system to track user status information; processing the game graph utilizing a game space mapping system which utilizes a plurality of servers to process the game graph, each of the plurality of servers sending a message to the space information distribution system to indicate a change in their own part of the game space; delegating communications between the client proxy servers and the space information distribution system; and sending the information of the space information distribution system indicating a change in game space received from the plurality of servers to the plurality of client proxy servers, the plurality of client proxy servers then employing the information to distribute user specific information to game users connected to the plurality of client proxy servers via a worldwide network. - View Dependent Claims (23)
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Specification