Distributed network architecture for introducing dynamic content into a synthetic environment
First Claim
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1. A system for generating synthetic environments, the system comprising:
- a plurality of game management servers including a game management server configured to generate a synthetic environment with which a number of participants interact;
a plurality of scalable game subprocess servers associated with a plurality of process types and including a scalable game subprocess server configured to generate a game subprocess of a corresponding process type among the process types associated with the game management server as a function of a need for a game subprocess of the process type; and
a master scaling server configured to;
monitor load demand for the plurality of process types including at least two of the following;
a physics process, an artificial intelligence process, or a transaction process, each process type being located on a separate scalable game subprocess server;
determine whether the load demand for one of the process types increases more than a first predetermined threshold or decreases more than a second predetermined threshold;
in the event that the load demand for the one process type increases more than the first predetermined threshold, add a scalable game subprocess server of the one process type to the plurality of scalable game subprocess servers; and
in the event that the load demand for the one process type decreases more than the second predetermined threshold, remove a scalable game subprocess server of the one process type from the plurality of scalable game subprocess servers,wherein the game management server and the scalable game subprocess server are disposed in a distributed network architecture.
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Abstract
Embodiments of the invention relate generally to computer-based simulations and synthetic environment generation, and more particularly, to a system, a computer-readable medium, a method and an apparatus for generating synthetic environments in a distributed architecture to, among other things, introduce dynamic content.
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Citations
18 Claims
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1. A system for generating synthetic environments, the system comprising:
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a plurality of game management servers including a game management server configured to generate a synthetic environment with which a number of participants interact; a plurality of scalable game subprocess servers associated with a plurality of process types and including a scalable game subprocess server configured to generate a game subprocess of a corresponding process type among the process types associated with the game management server as a function of a need for a game subprocess of the process type; and a master scaling server configured to; monitor load demand for the plurality of process types including at least two of the following;
a physics process, an artificial intelligence process, or a transaction process, each process type being located on a separate scalable game subprocess server;determine whether the load demand for one of the process types increases more than a first predetermined threshold or decreases more than a second predetermined threshold; in the event that the load demand for the one process type increases more than the first predetermined threshold, add a scalable game subprocess server of the one process type to the plurality of scalable game subprocess servers; and in the event that the load demand for the one process type decreases more than the second predetermined threshold, remove a scalable game subprocess server of the one process type from the plurality of scalable game subprocess servers, wherein the game management server and the scalable game subprocess server are disposed in a distributed network architecture. - View Dependent Claims (2, 3, 18)
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4. A system for generating synthetic environments, the system comprising:
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a game management server configured to generate a synthetic environment with which a number of participants interact; and a scalable game subprocess server associated with a plurality of process types and configured to generate a game subprocess of a corresponding process type among the process types associated with the game management server as a function of a need for a game subprocess of the process type; a master scaling server configured to; monitor load demand for the plurality of process types including at least two of the following;
a physics process, an artificial intelligence process, or a transaction process, each process type being located on a separate scalable game subprocess server;determine whether the load demand for one of the process types increases more than a first predetermined threshold or decreases more than a second predetermined threshold; in the event that the load demand for the one process type increases more than the first predetermined threshold, add another scalable game subprocess server of the one process type; and in the event that the load demand for the one process type decreases more than the second predetermined threshold, decrease the number of the scalable game subprocess server of the one process type; and a messaging system configured to propagate messages including a universal data structure that are configured to integrate data into a node, wherein the game management server and the scalable game subprocess server are disposed in a distributed network architecture. - View Dependent Claims (5, 6, 7, 8, 9, 10, 11, 12, 13)
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14. A system for generating computer-generated synthetic environments, the system comprising:
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a master scaling server configured to; monitor load demand for a plurality of game subprocess servers, the plurality of game subprocess servers including at least two of the following;
a physics server, an artificial intelligence server, or a transaction server;determine whether the load demand for one of the plurality of game subprocess servers increases more than a first predetermined threshold or decreases more than a second predetermined threshold; in the event that the load demand for the one game subprocess server increases more than the first predetermined threshold, add a game subprocess server of the one game subprocess server to the plurality of game subprocess servers; and in the event that the load demand for the one game subprocess server decreases more than the second predetermined threshold, remove a game subprocess server of the one game subprocess server from the plurality of scalable game subprocess servers; a plurality of game management servers each configured to generate a synthetic environment with which participants interact; and a database configured to store data for generating the synthetic environment, each of the plurality of game management servers, the plurality of game subprocess servers, and the database are arranged in a distributed network, wherein the plurality of game management servers, the plurality of game subprocess servers, and the database implement a universal data structure as formatted into messages that propagate within at least a portion of the distributed network. - View Dependent Claims (15, 16, 17)
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Specification