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Optimization of gaming application execution using proxy connection

  • US 8,762,491 B2
  • Filed: 01/29/2014
  • Issued: 06/24/2014
  • Est. Priority Date: 10/02/2012
  • Status: Active Grant
First Claim
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1. A method for executing multiple gaming applications on a computing device, the method comprising:

  • receiving, at the computing device, requests for network connections with remote servers from the multiple gaming applications running on the computing device, the network connections being requested for accessing gaming content available through the remote servers, wherein the gaming content is utilized by at least one of the multiple gaming applications to enable a user of the computing device to play a game on the computing device;

    establishing, by the computing device, a network connection with a proxy server separate from the remote servers, wherein the proxy server is configured to maintain proxy network connections with the remote servers; and

    receiving, at the computing device, network messages in a batch for the multiple gaming applications through the network connection with the proxy server, wherein the network messages are generated by the remote servers, wherein a given network message includes a given gaming content that is being utilized by a given gaming application to enable the user of the computing device to play a given game on the computing device,wherein the proxy server aggregates network messages received in a time period into a single batch, a time length of the time period being determined based on one or more game events of each game being played using a corresponding gaming application from the multiple gaming applications, a given game event representing a point of play within the given game which requires the given gaming content included within the given network message, wherein the determined time interval is set to reduce any delay in the execution of the given gaming application that requires the given network message,wherein the given game event includes a starting of the given game by the user, a entering of a new stage in the given game by the user, a entering of a new place in the given game by the user, a completing of a mission in the given game by the user, an obtaining of a game item in the given game by the user, a meeting of another character in the given game by the user, a talking with another character in the given game by the user, an occurrence of a scene change in the given game, any predefined game-related events, any predefined game-related milestones, or a suspension of the given game at a point of play intended to avoid disrupting an experience for the user,wherein the proxy server batches the network messages such that the computing device stays at a high power consumption state for a second time period shorter than an overall time period for which the computing device would stay at the high power consumption if the network messages were sent individually without batching,wherein the network messages are aggregated in the batch by delaying at least one network message of the network messages such that the computing device remains at the high power consumption state to receive the network messages for as little time as possible.

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