Code execution probability based server-to-client transfer of game code
First Claim
1. A method for execution probability based server-to-client transmission of game code, comprising:
- operating a computer to receive a current game state of a game being executed on a client computer system from a subset of game code;
determining respective probabilities for advancement from the current game state to a set of possible later game states;
prioritizing game code required for the set of possible later game states into a prioritized order in accordance with the determined probabilities for advancement from the current game state to each of the set of possible later game states;
transmitting game code required for the set of possible later game states in the prioritized order from a server computer system to the client computer system;
(a) determining that game code required for a possible later game state of higher priority will not be transmitted from the server computer system to the client computer system in time for its execution on the client computer system without interruption of the game being executed on the client computer system; and
(b) upon the determination in (a), transmitting a streaming video of the game from the server computer system to the client computer system, the streaming video of the game corresponding to execution of the game on the server computer system at the current game state in accordance with game input signals received at the server computer system from the client computer system, the streaming video of the game displayed at the client computer system in lieu of a video of the game generated at the client computer system through execution of the game on the client computer system.
2 Assignments
0 Petitions
Accused Products
Abstract
A computer is operated to receive a current game state of a game being executed on a client computer system from a subset of game code. A determination is made of respective probabilities for advancement from the current game state to a set of possible later game states. Game code required for the set of possible later game states is prioritized in accordance with the determined probabilities for advancement from the current game state to each of the set of possible later game states. Game code required for the set of possible later game states is transmitted from a server computer system to the client computer system in order of the prioritized game code.
6 Citations
25 Claims
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1. A method for execution probability based server-to-client transmission of game code, comprising:
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operating a computer to receive a current game state of a game being executed on a client computer system from a subset of game code; determining respective probabilities for advancement from the current game state to a set of possible later game states; prioritizing game code required for the set of possible later game states into a prioritized order in accordance with the determined probabilities for advancement from the current game state to each of the set of possible later game states; transmitting game code required for the set of possible later game states in the prioritized order from a server computer system to the client computer system; (a) determining that game code required for a possible later game state of higher priority will not be transmitted from the server computer system to the client computer system in time for its execution on the client computer system without interruption of the game being executed on the client computer system; and (b) upon the determination in (a), transmitting a streaming video of the game from the server computer system to the client computer system, the streaming video of the game corresponding to execution of the game on the server computer system at the current game state in accordance with game input signals received at the server computer system from the client computer system, the streaming video of the game displayed at the client computer system in lieu of a video of the game generated at the client computer system through execution of the game on the client computer system. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 21, 22, 23, 24, 25)
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11. A non-transitory computer readable medium having program instructions stored thereon for implementing a method for execution probability based server-to-client transmission of game code, comprising:
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program instructions for receiving a current game state of a game being executed on a client computer system from a subset of game code; program instructions for determining respective probabilities for advancement from the current game state to a set of possible later game states; program instructions for prioritizing game code required for the set of possible later game states into a prioritized order in accordance with the determined probabilities for advancement from the current game state to each of the set of possible later game states; program instructions for transmitting game code required for the set of possible later game states in the prioritized order from a server computer system to the client computer system; (a) program instructions for determining that game code required for a possible later game state of higher priority will not be transmitted from the server computer system to the client computer system in time for its execution on the client computer system without interruption of the game being executed on the client computer system; and (b) program instructions for transmitting a streaming video of the game from the server computer system to the client computer system upon the determination in (a), the streaming video of the game corresponding to execution of the game on the server computer system at the current game state in accordance with game input signals received at the server computer system from the client computer system, the streaming video of the game displayed at the client computer system in lieu of a video of the game generated at the client computer system through execution of the game on the client computer system. - View Dependent Claims (12, 13, 14, 15, 16, 17, 18, 19, 20)
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Specification