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Client-server gaming

  • US 8,996,944 B2
  • Filed: 12/28/2011
  • Issued: 03/31/2015
  • Est. Priority Date: 12/28/2011
  • Status: Expired due to Fees
First Claim
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1. In a client-server game system, a method comprising:

  • a server receiving through a network error-checking data associated with a plurality of clients that are participating in a game through the network;

    the server analyzing the error-checking data to determine whether a simulation error has been caused by at least one of the clients while participating in the game; and

    upon determining that the simulation error has been caused, the server a) causing a reference simulation to be performed, b) based on the results of the reference simulation, identifying one or more of the clients that caused the simulation error, and c) sending a patch through the network to the one or more clients that caused the simulation error for the one or more clients to correct and reset an in-game simulation.

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