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Multi-player game employing dynamic re-sequencing

  • US 7,244,181 B2
  • Filed: 01/22/2004
  • Issued: 07/17/2007
  • Est. Priority Date: 11/14/2000
  • Status: Expired due to Fees
First Claim
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1. A method of compensating for network latency in an online multiplayer game requiting more than two participants, wherein the client structure of said game utilizes at least one server, comprising the steps of:

  • qualifying all participants in the game as members of either an active group or an awaiting group;

    qualifying a member of said active group as an initiator;

    qualifying at least one member of said active group as an intended receiver;

    qualifying at least one member of said active group as an interceptor;

    conveying an occurrence of an action, which is initiated by said initiator and directed to said intended receiver, first to said interceptor, wherein said interceptor becomes aware of said action first and has the initial opportunity to react to said action, and wherein a reaction by said interceptor results in an outcome signal; and

    conveying said outcome signal to each of said initiator, intended receiver and interceptor at a specific time for each, wherein each of said initiator, intended receiver and interceptor will witness the reaction concurrently.

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