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| United States Patent | 5558339 |
| Link to this page | http://www.wikipatents.com/5558339.html |
| Inventor(s) | Perlman; Stephen G. (721 Tiana La., Mountain View, CA 94041) |
| Abstract | An apparatus and system for recording and replaying the interaction between
a plurality of players of a video game is disclosed. The system of the
present invention includes a computer for recording and replaying the
interaction between a plurality of players of a video game, the computer
comprises: 1) a network interface coupled to a network; 2) client
application software executing in the computer, the client application
software includes: a) processing logic for saving game information
indicative of the interaction between a player of the plurality of players
and a video game executing on the computer; b) processing logic for
connecting the first computer to a server coupled to the network; and c)
processing logic for uploading the game information to a server memory
coupled to the server. The computer of the present invention also
includes: a) processing logic for downloading the game information from a
server memory coupled to the server; and b) processing logic for executing
the video game on the computer using the game information in place of
input from the player. |
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Title Information  |
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| Publication Date |
September 24, 1996 |
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| Parent Case |
CROSS-REFERENCE TO RELATED APPLICATIONS
The following co-pending U.S. patent applications relate to the present
application. Each of the listed co-pending applications are assigned to
the same assignee as the present application.
1) U.S. patent application Ser. No. 08/238,630, Filed May 5, 1994, and
titled, "AN IMPROVED NETWORK ARCHITECTURE TO SUPPORT REAL-TIME VIDEO GAMES
"
2) U.S. patent application Ser. No. 08/238,477, Filed May 5, 1994, and
rifled, "AN IMPROVED NETWORK ARCHITECTURE TO SUPPORT MULTIPLE SITE
REAL-TIME VIDEO GAMES"
3) U.S. patent application Ser. No. 08/238,456, Filed May 5, 1994, and
titled, "AN IMPROVED MODEM TO SUPPORT MULTIPLE SITE CALL CONFERENCED DATA
COMMUNICATIONS."
4) U.S. patent application Ser. No. 08/254,154, Filed Jun. 6, 1994, and
titled, "IMPROVED VIDEO GAME ENHANCER WITH INTEGRAL MODEM AND SMART CARD
INTERFACE" |
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Title Information  |
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Description  |
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CROSS-REFERENCE TO RELATED APPLICATIONS
The following co-pending U.S. patent applications relate to the present
application. Each of the listed co-pending applications are assigned to
the same assignee as the present application.
1) U.S. patent application Ser. No. 08/238,630, Filed May 5, 1994, and
titled, "AN IMPROVED NETWORK ARCHITECTURE TO SUPPORT REAL-TIME VIDEO GAMES
"
2) U.S. patent application Ser. No. 08/238,477, Filed May 5, 1994, and
rifled, "AN IMPROVED NETWORK ARCHITECTURE TO SUPPORT MULTIPLE SITE
REAL-TIME VIDEO GAMES"
3) U.S. patent application Ser. No. 08/238,456, Filed May 5, 1994, and
titled, "AN IMPROVED MODEM TO SUPPORT MULTIPLE SITE CALL CONFERENCED DATA
COMMUNICATIONS."
4) U.S. patent application Ser. No. 08/254,154, Filed Jun. 6, 1994, and
titled, "IMPROVED VIDEO GAME ENHANCER WITH INTEGRAL MODEM AND SMART CARD
INTERFACE"
BACKGROUND OF THE INVENTION
1. Field of the Invention
This invention is in the field of telecommunications, as it relates to
interactive, multi-player computer games.
2. Description of Related Art
From the very first video games to those of today, many video games have
been designed to be played by two or more players simultaneously. Perhaps
the very first video game, "Pong," by ATARI.TM., Inc. involved two
simultaneous players, each player located near the game console., and
controlling one of the "paddles" to control an object on the screen.
Today, two decades later, several of the "Top Ten" home video games are
designed for two or more players. Among them are MORTAL KOMBAT.TM.
distributed by ACCLAIM.TM., Inc. and JOHN MADDEN FOOTBALL.TM. by
"ELECTRONIC ARTS.TM.", Inc., both for the "SEGA GENESIS.TM." video game
system and the "SUPER NINTENDO ENTERTAINMENT SYSTEM.TM." video game
system. Like the Pong game of long ago, these new games involve two or
more players located near the game console and each holding a "game
controller."
In recent years there have also been several examples of two-player games
that are played remotely through a phone line without both players being
in the same location. Examples of such games are F-14 COBRA.TM., which is
designed for "MACINTOSH.TM." computers equipped with a modem and
"BALLZ.TM." by P.F. MAGIC.TM., Inc. which is designed for Sega Genesis
video game systems equipped with a modem. Such games function by having
one copy of the game being played running on a game console (or personal
computer) at each location. Synchronization information is passed along
with game controller data through the modem (along with possibly
additional sound or data), and the game runs synchronously at the two
locations. Even though the two players may be hundreds or thousands of
miles away, the game plays essentially as it would if the two players were
in the same room.
It is important to make a distinction here between two types of remote
multi-player games, "twitch" games and "non-real-time" games. Twitch games
are games that require split-second game control by players and cannot
tolerate arbitrary communication latencies or delays. Twitch games are by
far the most popular category of video games--typically all Top Ten games
are twitch games--and include games such as "MORTAL KOMBAT.TM.", "JOHN
MADDEN FOOTBALL.TM.," "SONIC THE HEDGEHOG.TM.," and "SUPER MARIO
BROTHERS.TM.." Typically, twitch games require less than 100 millisecond
communications latency (i.e. delay for a player's action to take effect on
the screen) for the games to be playable. Twitch games usually can not
tolerate varying delays in communications latency.
Non-real-time games are games that are possible to play with substantial
communications latency and with varying communications latency. Obvious
games in this genre are "strategy" games such a chess and backgammon, but
there are also moderate action games such as adventure games like "RETURN
TO ZORK.TM." by "ACTIVISION.TM." or the "KING'S QUEST.TM." series from
"SIERRA ON-LINE.TM.". The "AT&T IMAGINATION NETWORK.TM." is an on-line
service specializing in such non-real-time games. Non-real-time games make
up a much smaller market than twitch games.
One would think that with the popularity of multi-player twitch games,
on-line services such as the "IMAGINATION NETWORK.TM." would offer twitch
games for their users. However, these services do not offer such games;
because, it is not possible to achieve less than 100 milliseconds (msec)
latency, or even consistent latency, given the architecture of current
public-switched data networks. Because users may be calling in from
anywhere in the United States, on-line services such as the "IMAGINATION
NETWORK.TM." lease capacity on data-access networks such as
"SPRINTNET.TM." and "TYM NET.TM.". Such networks provide local dial-up
modem pools throughout the United States, and then route large-capacity
data lines (such as T1 lines) utilizing wide-area network (WAN) protocols
(such as X.25 protocol) into the on-line service's computing facility.
There are substantial (and often unpredictable) latencies through such an
architecture. Each modem in the communications chain introduces latencies
as high as 20 or 30 msec (varying by modem manufacturer and model). The
telephone network introduces latencies (although they are minimal within a
local calling area). WANs introduce unpredictable latencies (as much as
1.5 seconds round-trip). In addition, the on-line service's computers
themselves introduce latencies, typically increasing as the number of
active users increases.
As a result, remote multi-player twitch games can only be played through a
direct telephone connection of one player to another player, barring a
major overhaul (requiring enormous capital investment) of the existing
public access data networks. Consequently, on-line services are limited to
hosting non-real-time multi-player games.
It should also be noted that public data access networks such as
"SPRINTNET.TM." are quite expensive to use, costing up to $6 per hour per
user to the service provider. Therefore, remote multi-player games played
through an on-line service carry with them an overhead that does not exist
when a direct local phone connection is made player-to-player--an overhead
that necessitates high usage charges.
Given the popularity of multi-player twitch games, the relative low-cost of
modems, and the potential of using the phone network to make an arbitrary
pairing of players, one would expect that remote multi-player twitch games
would be far more popular. As it turns out, however, without an on-line
service hosting many simultaneous users, it is rather difficult to find a
partner to play a multi-player game. The reason for this can be easily
understood: If a given Player A sits down to play a remote multiplayer
game, the following conditions must be true in order for Player A to find
a second Player B. First, Player A must know Player B's phone number (or
vice-versa). Secondly, Player B must be available and willing to play the
game at the same time. Thirdly, Player B must have the same video game
and, most likely, the same video game system (or personal computer).
In addition, the following conditions are also desirable for a satisfying
game between remote players. First, Player B should be at a comparable
skill level of Player A. Secondly, if there are multiple pairings of
players (as in a tournament), there should be some means of keeping track
of each player's standing.
Clearly, when multiple players are hosted by an on-line service such as the
"IMAGINATION NETWORK.TM.", all of the conditions listed above can be
addressed. Because there are thousands of users, at any given time, there
is always someone available to play a given multi-player game. Because
users are already dialed up, there is no need for a Player A to know a
Player B's phone number (an important privacy issue). Also, it is not
difficult for an on-line service to maintain statistics about players, so
it easy to provide player ranking and matching of comparable skill
players.
Unfortunately, as discussed previously, it is not currently possible to
play twitch games through existing on-line services. Consequently, there
is no easy and reliable way to satisfy the conditions listed above for
matching players of a remote multi-player twitch game.
A possible solution would be to post a fist of all players interested in a
given remote multi-player game on an electronic bulletin board of an
on-line service or in a publication. The list would include for each
player a phone number, the times of the day desired for play, the game to
play, the game machine the game is played on, and possibly a skill level
and previous play statistics. There are clear difficulties with such an
approach: 1) Phone number: For reasons of privacy, many users would not
want to publish their phone numbers. This is especially true of parents of
children. Children make up the bulk of video game players. Also, most
users would want to limit their outgoing calls to local calls so as to
minimize charges. However, there is no simple way to know if a call is a
local call. Many calls within the same area code (such as 415) are long
distance and many calls between areas codes (e.g. south 415 and north 408)
are local. Even if a city is listed along with a phone number, people may
not know for sure if that particular city counts as a long distance call.
When people get involved playing twitch video games, hours can fly
by--even a small long distance fee can become substantial. 2) Time to
play: Just because a player lists a certain time to be available for play,
there is no guarantee that the player will actually be there at the listed
time. Exigencies come up, people (especially kids) forget, other household
members tie up the phone. The phone could easily ring off the hook with
would-be players trying to call in. Alternatively, even if a player is
available as promised, there could be many would-be players attempting to
call in to play. Callers might be disappointed with a busy signal, or
worse, they might repeatedly activate Call Waiting, constantly interfering
with the modem connection established with the first player to
successfully call in. 3) Skill level. Because it is up to would-be players
to call in themselves, there is no way to enforce comparable skill-level
play. Skilled players could call up weak players just to easily defeat
them, which could be a frustrating experience for the weak player. 4)
Statistics: Because players would be relied upon to update their own
statistics, there is no easy way to verify claims or resolve disputes
between players. It would be very difficult to manage tournament play. And
even in a non-tournament scenario, it would very difficult to provide a
reliable means for matching up players of comparable skill levels since
the actual results of games would always be in question. 5) Hardware
compatibility: Modems are available from many different manufacturers, and
each manufacturer has many different models. These different modems all
exhibit varying behaviors, some significantly different, some subtly
different. Furthermore, in the case of personal computers, there are
significant differences between models and configurations of personal
computers. Given these variables, it is often the case that users fail to
get their modems to connect to other modems without technical assistance.
Clearly, home-to-home dialing from one modem to another is fraught with
potential difficulties. And without customer services (such as those
provided by on-line services) there will be a high degree of user
frustration.
To date, there are no mechanisms to provide automatic linking of users
playing remote, multi-player twitch games, assuring inexpensive, private,
convenient, and reliable connection. The invention described herein
provides such an apparatus and method.
SUMMARY OF THE INVENTION
The present invention is an apparatus and method for linking multiple
remote players of real-time games. The system of the present invention
includes a first computer for directly linking the first computer with a
second computer, the first computer comprises: 1) a network interface
coupled to a network; 2) client application software executing in the
first computer, the client application software includes: a) processing
logic for connecting the first computer to a server on a network via the
network interface; b) processing logic for requesting the server to match
the first computer with a second computer using matching criteria; c)
processing logic for receiving a network address of the second computer
from the server; and d) processing logic for establishing a direct
communication link with the second computer using the network address.
The present invention includes an apparatus and method for establishing a
multiple site data communication link with a plurality of other computers
on conferenced telephone line. The system of the present invention for
linking a plurality of computers in a multiple site configuration
comprises: 1) a network; 2) a first, second, and third computer coupled or
previously coupled to the network; and 3) a server coupled to the network,
the server includes: a) means for receiving a request for linking from the
first computer; b) means for receiving a request for linking from the
second computer; c) means for receiving a request for linking from the
third computer; d) means for matching the first computer with the second
computer and the third computer using matching criteria; e) means for
sending a network address of the second computer and a network address of
the third computer to the first computer; and the first computer further
includes means for establishing a communication link with the second
computer and the third computer.
The present invention also includes an apparatus and method for
establishing a data communication link with a plurality of other modems on
conferenced telephone line. The modem of the present invention for
establishing a data communication link with a plurality of other modems on
a shared communication channel comprises: 1) means for transmitting data
on a first modulation band on the shared communication channel; and 2)
means for receiving data on a plurality of distinct modulation bands. The
present invention also includes a voice and data modem for establishing a
data communication link and a voice communication link with a plurality of
other modems on a shared communication channel, the modem comprises: 1) a
means for transmitting data on a first modulation band on the conferenced
telephone line; 2) a means for receiving data on a plurality of distinct
modulation bands; and 3) means for transceiving voice signals on a second
modulation band, the second modulation band being associated with a
frequency different from the first modulation band and the plurality of
distinct modulation bands, the voice signals being transceived on the
shared communication channel.
The present invention also includes an apparatus and system for recording
and replaying the interaction between a plurality of players of a video
game. The system of the present invention includes a computer for
recording and replaying the interaction between a plurality of players of
a video game, the computer comprises: 1) a network interface coupled to a
network; 2) client application software executing in the computer, the
client application software includes: a) processing logic for saving game
information indicative of the interaction between a player of the
plurality of players and a video game executing on the computer; b)
processing logic for connecting the first computer to a server coupled to
the network; and c) processing logic for uploading the game information to
a server memory coupled to the server. The computer of the present
invention also includes: a) processing logic for downloading the game
information from a server memory coupled to the server; and b) processing
logic for executing the video game on the computer using the game
information in place of input from the player.
It is an object of the present invention to provide a system for matching
multiple users of real-time games through existing on-line services. It is
a further object of the present invention to provide a system for linking
multiple real-time game players without requiting real-time game players
to play across existing data access networks. It is a further object of
the present invention to provide a system for linking multiple remote
players of real-time games wherein the actual operation of the game occurs
via a direct communication line.
These and other advantages of the present invention are fully described in
the following detailed description of the preferred embodiment.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 illustrates the prior art consumer on-line service network
architecture.
FIG. 2 illustrates the improved consumer on-line service network
architecture to support multiple twitch game players as used in the
preferred embodiment of the present invention.
FIG. 3 is a flow chart illustrating a user interaction with the improved
network of the present invention.
FIG. 4 illustrates an example of two players obtaining the local access
number of a Local WAN Access Facility.
FIG. 5 illustrates an example of a first player obtaining the phone number
of a second player.
FIG. 6 illustrates the direct connection between two remote players of a
twitch game.
FIG. 7 illustrates a pair of players | | |