System for synchronous and asynchronous gaming modes
First Claim
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1. In a gaming and media system having a user interface including a display and a user interface selection device, a method of providing a network connection for clients to connect to the system to play a turn-based game session, the method comprising:
- (a) setting the network connection for the gaming session to an asynchronous network connection if the latency between turns from two or more clients exceeds a first threshold; and
(b) setting the network connection to a synchronous network connection if the pace of play of the gaming session by the two or more clients in the gaming session exceeds a second threshold.
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Abstract
A system is disclosed for switching between synchronous and asynchronous network connections for implementing a turn-based multiplayer game. A network connection manager handles client device connections to set the connection to either an asynchronous network connection or a synchronous network connection. The connection manager may switch between the asynchronous and synchronous network connection modes based on a variety of triggering criteria.
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Citations
20 Claims
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1. In a gaming and media system having a user interface including a display and a user interface selection device, a method of providing a network connection for clients to connect to the system to play a turn-based game session, the method comprising:
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(a) setting the network connection for the gaming session to an asynchronous network connection if the latency between turns from two or more clients exceeds a first threshold; and (b) setting the network connection to a synchronous network connection if the pace of play of the gaming session by the two or more clients in the gaming session exceeds a second threshold. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. In a gaming and media system having a user interface including a display and a user interface selection device, a method of providing a network connection for clients to connect to the system to play a turn-based game session, the method comprising:
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(a) modifying the network connection for a first client from a synchronous network connection to an asynchronous network connection for the gaming session in the event a notification generated by actions from the first client are not successfully directly forwarded to at least one other client or if notification is successfully sent to at least one other client but a response from the at least one other client is not received within a predefined period of time; and (b) modifying the network connection for the first client from an asynchronous network connection to a synchronous network connection for the gaming session if the first client has a notification awaiting them a predefined number of times upon the first client connecting to the system. - View Dependent Claims (11, 12, 13, 14, 15)
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16. A gaming and media system comprising:
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at least one game server for processing game session information; a database for storing game session information; and a network connection manager, the network connection manager managing the network connection to change the network connection for the gaming session from a synchronous network connection to an asynchronous network connection if the latency between turns from two or more clients exceeds a threshold, and the network connection manager managing the network connection to change the network connection for the gaming session from an asynchronous network connection to a synchronous network connection if a first client has a notification waiting a predefined number of times upon the first client connecting to the system and/or in the event the first client and a second client take an action in the gaming session within a predefined period of time. - View Dependent Claims (17, 18, 19, 20)
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Specification