Distributed network architecture for introducing dynamic content into a synthetic environment
First Claim
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1. A method to facilitate massively multiplayer online games, the method comprising:
- initializing game sub-processes independent from game management processes using a processor;
associating the game sub-processes with at least one process type of a synthetic environment, wherein the at least one process type includes a physics process, an artificial intelligence process, a transaction process, or any combination thereof;
generating the at least one process type of the synthetic environment through collaboration among the game sub-processes and the game management processes, including implementing the game management processes to generate at least a portion of the synthetic environment during a period of inoperability of one or more of the game sub-processes of one process type;
monitoring a number of users supported by one of the game sub-processes of one process type; and
adding or removing a game sub-process of the one process type from the one game sub-process of the one process type based on the number of users supported by the one game sub-process of the one process type, wherein each game sub-process is located on a separate server.
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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.
92 Citations
20 Claims
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1. A method to facilitate massively multiplayer online games, the method comprising:
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initializing game sub-processes independent from game management processes using a processor; associating the game sub-processes with at least one process type of a synthetic environment, wherein the at least one process type includes a physics process, an artificial intelligence process, a transaction process, or any combination thereof; generating the at least one process type of the synthetic environment through collaboration among the game sub-processes and the game management processes, including implementing the game management processes to generate at least a portion of the synthetic environment during a period of inoperability of one or more of the game sub-processes of one process type; monitoring a number of users supported by one of the game sub-processes of one process type; and adding or removing a game sub-process of the one process type from the one game sub-process of the one process type based on the number of users supported by the one game sub-process of the one process type, wherein each game sub-process is located on a separate server. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 19, 20)
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11. A non-transitory computer readable medium to facilitate massively multiplayer online games, the computer readable medium comprising instructions executable by a processor to:
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initialize a game management process independent from one or more game sub-processes; associating the game sub-processes with at least one process type of a synthetic environment, wherein the at least one process type includes a physics process, an artificial intelligence process, a transaction process, or any combination thereof; and exchange messages via a network between a server implementing the game management process and servers implementing the one or more game sub-processes to generate the process type of the synthetic environment; perform the game management process to facilitate at least a portion of the synthetic environment independent of at least one of the servers implementing the one or more game sub-processes of one process type; monitor a number of users supported by one of the one or more game sub-processes of one process type; and add or remove a game sub-process of the one process type from the one game sub-process of the one process type based on the number of users supported by the one game sub-process of the one process type, wherein each game sub-process is located on a separate server. - View Dependent Claims (12, 13, 14)
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15. 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; a scalable game subprocess server configured to associate a game subprocess with at least one process type and apply the game subprocess to the game management server as a function of a need for a game to execute the process type, wherein the at least one process type includes a physics process, an artificial intelligence process, a transaction process, or any combination thereof; and a master scaling server configured to; monitor a number of users supported by one of the game subprocesses of one process type; and add or remove a game subprocess of the one process type from the one game subprocess of the one process type based on the number of users supported by the one game subprocess of the one process type, wherein each game subprocess is located on a separate server; wherein the game management server and the scalable game subprocess server are disposed in a distributed network architecture. - View Dependent Claims (16, 17)
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18. A system for generating computer-generated synthetic environments, the system comprising:
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a plurality of game subprocess servers configured to execute game subprocesses with at least one process type, the game subprocess servers comprising; a physics server configured to execute a physics process; an artificial intelligence server configured to execute an artificial intelligence process, and a transaction server configured to execute a transaction process, a plurality of game management servers each configured to generate a synthetic environment with which participants interact; 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, the database being arranged in a distributed network; and a master scaling server configured to; monitor a number of users supported by one of the game subprocesses of one process type; and add or remove a game subprocess of the one process type based on the number of users supported by the one game subprocess of the one process type, wherein each game subprocess of the one process type is located on a separate server; 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.
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Specification