Partitioned artificial intelligence for networked games
First Claim
1. A method implemented on a gaming server device that hosts an online game, the method comprising:
- partitioning an artificial intelligence (AI) process for the online game into a tunable server-side AI component and a client-side AI component that provides tuning parameters for the server-side AI component, the server-side AI component being computationally simpler than the client-side AI component;
running the server-side AI component on the gaming server device;
offloading the client-side AI component to a gaming client device of a game player of the online game; and
receiving tuning parameters from the client-side AI component to tune the server-side AI component, whereinthe tuning parameters are usable by the server-side AI component over multiple game frames;
the server-side AI component is capable of tolerating stale tuning parameters;
the server-side AI component is capable of tolerating no reception of any tuning parameters for an extended interval of time; and
the server-side AI component includes a fallback mode in which the server-side AI component operates without input of any tuning parameters from the client-side AI component.
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Accused Products
Abstract
Partitioned artificial intelligence (AI) for networked gaming. An exemplary system splits the AI into a computationally lightweight server-side component and a computationally intensive client-side component to harness the aggregate computational power of numerous gaming clients. Aggregating resources of many, even thousands of client machines enhances game realism in a manner that would be prohibitively expensive on the central server. The system is tolerant of latency between server and clients. Deterministic and stateless client-side components enable rapid handoff, preemptive migration, and replication of the client-side AI to address problems of client failure and game exploitation. The partitioned AI can support tactical gaming navigation, a challenging task to offload because of sensitivity to latency. The tactical navigation AI calculates influence fields partitioned into server-side and client-side components by means of a Taylor-series approximation.
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Citations
18 Claims
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1. A method implemented on a gaming server device that hosts an online game, the method comprising:
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partitioning an artificial intelligence (AI) process for the online game into a tunable server-side AI component and a client-side AI component that provides tuning parameters for the server-side AI component, the server-side AI component being computationally simpler than the client-side AI component; running the server-side AI component on the gaming server device; offloading the client-side AI component to a gaming client device of a game player of the online game; and receiving tuning parameters from the client-side AI component to tune the server-side AI component, wherein the tuning parameters are usable by the server-side AI component over multiple game frames; the server-side AI component is capable of tolerating stale tuning parameters; the server-side AI component is capable of tolerating no reception of any tuning parameters for an extended interval of time; and the server-side AI component includes a fallback mode in which the server-side AI component operates without input of any tuning parameters from the client-side AI component. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12)
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13. A system implemented on a gaming server device, the system comprising:
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a tunable server-side artificial intelligence (AI) component associated with the gaming server device to determine gaming character behaviors from an aggregate vector field representing gaming character positions and influences; a complementary client-side AI component to intensively compute complex behavior possibilities of a local subset of gaming characters, the complementary client-side AI component being configured to be offloaded to a gaming client device; wherein the server-side AI component non-intensively computes Taylor-series approximations and sums of influence fields to obtain the aggregate vector field; wherein the client-side AI component intensively computes tuning parameters for tuning the Taylor-series approximations at the server-side AI component, the tuning parameters comprising coefficients representing the complex behavior possibilities; and wherein the server-side AI component solicits the coefficients as advice from the client-side AI component by sending a glimpse of part of a game state to the gaming client device that runs the client-side AI component. - View Dependent Claims (14, 15, 16, 17)
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18. A system comprising:
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means for partitioning artificial intelligence (AI) for gaming into a computationally lightweight AI process for a gaming server and a computationally intensive AI process for a gaming client, the computationally lightweight AI process determining gaming character movement using a Taylor-series approximation of an aggregate influence field representing summed influences of the gaming characters, and the computationally intensive AI process computing tuning parameters for the Taylor-series approximation; and means for providing a glimpse of a current game state to the gaming client to solicit intensive computation to support the computationally lightweight AI process at the gaming server.
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Specification