U.S. patent application number 09/989909 was filed with the patent office on 2002-06-06 for method and system for providing communications services.
Invention is credited to Caliguri, Steven, Hutcheson, Doug, Robinson, Richard.
Application Number | 20020068592 09/989909 |
Document ID | / |
Family ID | 27400557 |
Filed Date | 2002-06-06 |
United States Patent
Application |
20020068592 |
Kind Code |
A1 |
Hutcheson, Doug ; et
al. |
June 6, 2002 |
Method and system for providing communications services
Abstract
A method for providing interactive communications services to a
plurality of users using a corresponding plurality of
communications devices via a wireless network which may degrade
performance of the communications services including initiating the
communications services. State information is requested from at
least two of the communications devices indicative of whether the
wireless network is degrading the initiated communications services
after a predetermined temporal period. Data indicative of the
requested state information is received and tested for differences.
Smoothing the communications services occurs using at least one of
the communications devices if differences detected exceed a given
threshold.
Inventors: |
Hutcheson, Doug; (San Diego,
CA) ; Robinson, Richard; (Temecula, CA) ;
Caliguri, Steven; (Poway, CA) |
Correspondence
Address: |
Louis M. Heidelberger, Esq.
Reed Smith LLP
2500 One Liberty Place
1650 Market Street
Philadelphia
PA
19103
US
|
Family ID: |
27400557 |
Appl. No.: |
09/989909 |
Filed: |
November 21, 2001 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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09989909 |
Nov 21, 2001 |
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09885964 |
Jun 22, 2001 |
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60252468 |
Nov 22, 2000 |
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60283377 |
Apr 13, 2001 |
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Current U.S.
Class: |
455/501 ;
455/67.11 |
Current CPC
Class: |
A63F 2300/50 20130101;
G07F 17/3211 20130101; G07F 17/3237 20130101; G07F 17/3255
20130101; G07F 17/3241 20130101; A63F 13/335 20140902; A63F 13/77
20140902; A63F 2300/204 20130101; A63F 2300/406 20130101; G06F
3/016 20130101; A63F 2300/534 20130101; A63F 2300/5566 20130101;
A63F 13/332 20140902; G07F 17/3295 20130101; A63F 2300/5546
20130101; A63F 13/352 20140902; A63F 13/795 20140902; G07F 17/3239
20130101; G07F 17/3272 20130101; G07F 17/3218 20130101; G07F
17/3223 20130101 |
Class at
Publication: |
455/501 ;
455/67.1; 455/456 |
International
Class: |
H04B 007/005 |
Claims
What is claimed is:
1. A method for providing interactive communications services to a
plurality of users using a corresponding plurality of
communications devices via a wireless network that may degrade
performance of said communications services, said method
comprising: requesting state information from at least two of said
communications devices indicative of degradation of said initiated
communications services after a predetermined temporal period;
receiving data indicative of said requested state information and
detecting differences between said at least two communications
devices using said requested state information; and, alleviating a
perception of said degradation by smoothing said communications
services using at least one of said communications devices if
differences detected exceed a given threshold.
2. The method of claim 1, further comprising logging at least one
of said users on to said wireless communications network.
3. The method of claim 2, further comprising receiving requests for
said communications services.
4. The method of claim 3, further comprising identifying at least
one of said plurality of users logged on.
5. The method of claim 4, further comprising identifying a skill
level associated with said communications services of at least one
of said identified users.
6. The method of claim 5, further comprising communicating said
identified skill level to at least one other of said users logged
on.
7. The method of claim 4, further comprising retrieving data
associated with said identified at least one other logged on
user.
8. The method of claim 4, further comprising retrieving data
associated with said communications services.
9. The method of claim 1, wherein said smoothing comprises
adjusting a state of at least one of said communications
devices.
10. The method of claim 1, further comprising querying at least one
of said communications devices to determine at least one
capability.
11. The method of claim 1, further comprising determining locations
respectively associated with said at least two of said
communications devices.
12. The method of claim 11, wherein said determining locations
comprises receiving data indicative of said locations from said at
least two communications devices.
13. The method of claim 12, further comprising establishing a
peer-to-peer communications session associated with said
communications services between said at least two communications
devices if said locations associated with said at least two
communications devices are within a given threshold.
14. The method of claim 13, further comprising terminating said
peer-to-peer communications session and uploading data indicative
of said interactive communications services via said wireless
communications network.
15. The method of claim 1, further comprising querying said at
least two communications devices for data indicative of at least
one capability.
16. The method of claim 15, wherein said at least one capability
comprises a processing capability.
17. The device of claim 15, wherein said at least one capability
comprises a display capability.
18. The method of claim 15, further comprising determining at least
one capability common to said queried communications devices and
using said common capability for said communications services.
19. The method of claim 1, further comprising querying said at
least two communications devices for data indicative of respective
signal strengths.
20. The method of claim 1, wherein said requesting state
information comprises querying said at least two communications
devices for data indicative of at least one latency associated with
said wireless communications network, respectively.
21. The method of claim 1, wherein said smoothing comprises
adjusting a state of at least one of said at least two
communications devices to substantially match that of at least one
other of said at least two communications devices.
22. The method of claim 21, wherein said adjusting comprises
snapping.
23. The method of claim 1, further comprising initiating said
communications services.
Description
RELATED APPLICATIONS
[0001] This application is a continuation of patent application
Ser. No. 09/885,964, entitled METHOD AND SYSTEM FOR MEDIATING
INTERACTIVE SERVICES OVER A WIRELESS COMMUNICATIONS NETWORK, filed
Jun. 22, 2001 and further claims priority from Provisional Patent
Application Serial No. 60/252,468, entitled METHOD AND SYSTEM FOR
PROVIDING INTERACTIVE SERVICES OVER A WIRELESS COMMUNICATIONS
NETWORK, filed Nov. 22, 2000, and Provisional Application Serial
No. 60/283,377 entitled METHOD AND SYSTEM FOR MEDIATING INTERACTIVE
SERVICES OVER A WIRELESS COMMUNICATIONS NETWORK, filed Apr. 13,
2001, all of which are incorporated by reference, as if fully set
forth in their respective entireties herein.
FIELD OF THE INVENTION
[0002] The present invention relates generally to providing
interactive services over a communications network, and more
particularly to a system and method for providing interactive
services via a wireless communications network.
BACKGROUND OF THE INVENTION
[0003] On-line entertainment has been popular for several years.
Users may connect to a communications network, such as the global
interconnection of computing devices and networks commonly referred
to as the Internet, using desktop computers and enjoy
computer-hosted games ranging from simple board games, like
backgammon, to more complex and graphic intensive adventure games
for example. Developments in technology have enabled users to
engage in multi-player, interactive gaming sessions with other
users at remote locations. The ability to play a game with friends,
and even strangers, who are not similarly located creates an
exciting outlet for gaming aficionados.
[0004] It is desirable to provide interactive gaming, as well as
other interactive applications, to users over wireless networks.
Using a mobile handset as a gaming device for example, users may
play games with other players not in their area without being tied
down to their desktop computer. The thrill of interactive gaming
coupled with the convenience of being able to play anywhere through
a mobile handset makes wireless interactive gaming a very exciting,
and potentially profitable, opportunity for operators of wireless
networks.
[0005] Interactive gaming over a wireless network, however, is not
without disadvantages. Latency and data transmission delays may
create performance issues, e.g. may degrade performance, when
gaming over any network, particularly over wireless communication
networks. Latency issues may be attempted to be solved by offering
only simplistic games with no or low quality graphics that are
unaffected by communication delays. These systems, however,
significantly depreciate the users' gaming experience. In addition,
many known wireless interactive gaming systems are not truly
interactive. Many systems fail to adapt the state of play of the
game based on the skill of the players, features of the users'
access devices, or the users' connections to the network,
potentially leaving some players at a significant disadvantage.
Other known systems tax network capacity and waste network
resources to such a degree that network operators must charge users
prohibitively high service fees to avoid significant losses. Still
other systems fail to mediate the environment on which the game is
being played.
[0006] Although traditional gaming systems may claim to offer an
enhanced, interactive gaming experience, they typically fail to
offer a fully interactive real time gaming experience, with high
resolution graphics, while efficiently using network resources,
managing the game state for a level playing experience among users,
and/or offering those services at a low, fixed, monthly service
charge, that is not based on minutes of use, over a wireless
network communications.
[0007] The present invention, in contrast, addresses the problem of
how to deliver an enhanced, interactive game experience efficiently
and cost effectively. In particular, the system and method of the
present invention may offer a real-time, interactive experience and
improve control of the transfer of game state information. In
addition, the present invention may controls the game state for a
level playing experience and control delivery of the interactive
application to the user to optimize the utilization of limited
network bandwidth, for example. This enables the operator to
provide a more enhanced interactive gaming experience with the same
amount of network resources. This also creates the possibility of
providing a wireless game service to end users at a flat monthly
rate, rather than on a "per unit of time" basis. In this regard,
the pricing model of Assignee's Cricket.TM. wireless
telecommunications services may be adopted.
BRIEF SUMMARY OF THE INVENTION
[0008] A method for providing interactive communications services
to a plurality of users using a corresponding plurality of
communications devices via a wireless network which may degrade
performance of the communications services, the method including:
initiating the communications services; requesting state
information from at least two of the communications devices
indicative of whether the wireless network is degrading the
initiated communications services after a predetermined temporal
period; receiving data indicative of the requested state
information and testing the requested state information for
differences; and, automatically smoothing the communications
services using at least one of the communications devices if
differences detected exceed a given threshold.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] The present invention will now be described in connection
with the following figures in which like reference numbers refer to
like elements and wherein:
[0010] FIG. 1 is a schematic diagram illustrating a preferred
embodiment of the system of the present invention;
[0011] FIG. 2 is a schematic diagram illustrating an alternative
preferred embodiment of the system of the present invention;
[0012] FIG. 3 is a schematic diagram illustrating a preferred
embodiment of the method of the present invention;
[0013] FIG. 4 is a flowchart or process diagram illustrating the
synchronization process of a preferred embodiment of the present
invention;
[0014] FIG. 5 is a flow chart or process diagram illustrating the
synchronization process of an alternative preferred embodiment of
the present invention;
[0015] FIG. 6 is a flowchart or process diagram illustrating the
game mediation process of a preferred embodiment of the present
invention;
[0016] FIG. 7 is a flowchart or process diagram illustrating the
game mediation process of an alternative preferred embodiment of
the present invention;
[0017] FIG. 8 is a flowchart or process diagram illustrating the
game mediation process of an alternative preferred embodiment of
the present invention;
[0018] FIG. 9 is a flowchart or process diagram illustrating the
network mediation process of a preferred embodiment of the present
invention; and
[0019] FIG. 10 is a flowchart or process diagram illustrating the
network mediation process of an alternative preferred embodiment of
the present invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0020] According to an aspect of the present invention, there is
provided a system and method for providing interactive services via
a wireless communications network, controlling the state of an
interactive application and controlling delivery of the interactive
application to one or more users such as a gaming application.
[0021] It is to be understood that the figures and descriptions of
the present invention have been simplified to illustrate elements
that are relevant for a clear understanding of the present
invention, while eliminating, for purposes of clarity, many other
elements found in a typical telecommunications system and method.
Those of ordinary skill in the art will recognize that other
elements are desirable and/or required in order to implement the
present invention. However, because such elements are well known in
the art, and because they do not facilitate a better understanding
of the present invention, a discussion of such elements is not
provided herein.
[0022] According to an aspect of the present invention, market
penetration of interactive wireless services may be achieved and
reduced. According to an aspect of the present invention, the cost
to the system operator of wireless game service may be reduced.
[0023] According to an aspect of the present invention, a degree to
which interactive wireless services are network dependent may be
reduced. According to an aspect of the present invention, a degree
to which interactive wireless services are time of day dependent
may be reduced. According to an aspect of the present invention, an
availability of interactive wireless services may be increased.
[0024] According to an aspect of the present invention, network
capacity may be efficiently utilized. According to an aspect of the
present invention, network capacity may be efficiently utilized for
interactive wireless gaming applications. According to an aspect of
the present invention, an interactive application may be adjusted
to substantially match applicable data transfer requirements of the
wireless network. According to an aspect of the present invention,
a substantial amount of the software required to operate the
interactive application may be maintained on a personal handset
device as opposed to the network, for example. According to an
aspect of the present invention, a substantial amount of the
instructions required to operate the interactive application may be
maintained on a personal handset device as opposed to the network,
in order to reduce network traffic.
[0025] According to an aspect of the present invention, wireless
transmissions between the network and the personal device may be
adapted to reduce latency. According to an aspect of the present
invention, a latency of the response of the interactive application
may be limited. According to an aspect of the present invention, a
reduced cost interactive service may be provided. According to an
aspect of the present invention, a perceived speed of interactive
use may be increased. According to an aspect of the present
invention, differences in latency between users of the interactive
service may be reduced, and a substantially consistent level of
latency between users of the interactive service may be achieved.
According to an aspect of the present invention, an even playing
field for the interactive services may be provided. According to an
aspect of the present invention, differentials that may exist
between users of the interactive service based upon differences in
download or modem speed between the portable handheld devices may
be at least partially mitigated. According to an aspect of the
present invention, a cost effective way to deliver interactive
services to end users may be provided. According to an aspect of
the present invention, an interactive gaming community may be
supported.
[0026] As illustrated in the accompanying diagrams and disclosed in
the accompanying claims, according to an aspect of the present
invention, a system may provide one or more wireless interactive
applications to one or more users. According to an aspect of the
present invention, a system may include: a wireless communication
network; one or more servers cooperating with the network to
deliver one or more interactive application(s) to the one or more
users; and one or more wireless access devices, in communications
with said network. The one or more wireless access devices may
receive communication from the server to facilitate the users
accessing the one or more wireless interactive applications using
the wireless access device.
[0027] According to an aspect of the present invention, the system
may include: a wireless communication network; an interactive
application delivered over the wireless network to one or more
users; one or more wireless access devices adapted to receive and
render the interactive application to the user; control means for
controlling the state of the interactive application; and network
mediation means for controlling delivery of the interactive
application to the one or more users.
[0028] According to an aspect of the present invention, the system
may include: a wireless communication network adapted for
transmission of communications to facilitate the one or more
interactive applications at less than the full frame rate of voice
communications; and one or more servers, cooperating with the
network to deliver one or more interactive application(s) to the
one or more users. The system may also include one or more wireless
access devices, in communication with the network. The one or more
wireless access devices may receive communications from the server
to facilitate the users accessing the one or more wireless
interactive applications on the wireless access device. The one or
more interactive applications may further include high resolution
game applications featuring substantially high resolution graphics,
and may reside on the wireless access device.
[0029] According to an aspect of the present invention, a method
may include: initiating a request for wireless interactive services
to the network; sending communications to the network to request
the interactive application; compiling the request and
communicating to a wireless access device software necessary to
perform the one or more interactive applications; and initiating
the interactive application(s). The method may include:
communicating to the network one or more degrees of freedom of the
interactive application; storing information about changes in state
of one or more of the degrees of freedom caching; the information;
communicating the cached information to the server in order to
efficiently utilize network resources (the wireless access device
communicating signals reflecting the change of state of the
interactive application); maintaining one or more interactive
applications on the server; synchronizing the interactive
applications among the users; and communicating updates to the one
or more interactive applications until play is concluded or
terminated.
[0030] It will be apparent to persons of ordinary skill in the art
that modification and variations may be made in the present
invention without departing from the scope or spirit of the
invention. For example, one or more interactive applications
according to the present invention may exhibit a range of latency
values along a continuum, for example: less than about 30 s; less
than about 10 s; less than about is; less than about 500 ms; less
than about 300 ms; and/or less than about 200 ms.
[0031] For example, the wireless access device according to the
present invention may include a handheld device. The wireless
access device may include an 8 bit microprocessor, exhibiting a
clock speed of greater than about 4 MHz. The wireless access device
may have a range of memory capability along a continuum, for
example: greater than about 256 Kb memory; greater than about 512
Kb memory; greater than about 1 Mb memory, greater than about 2 Mb
memory; greater than about 4 Mb of memory; or greater than about 8
Mb of memory.
[0032] The wireless access device according to the present
invention may include a video display having a range of resolution
along a continuum, for example: in excess of 160.times.144 pixels,
or 240.times.160 pixels, and may include a black and white,
monochrome, or color display. The color display may be capable of
rendering more than for example about 256 colors; 2,000 colors;
24,000 colors; 32,000 colors; or 64,000 colors or other values
along a continuum.
[0033] The wireless access device may include a source of battery
power sufficient to power the device for more than about 30 hours.
The wireless access device may include a 16 bit microprocessor; a
32 bit microprocessor; and/or a 32 bit RISC microprocessor or any
other suitable value. The microprocessor may have a clock speed of
greater than about 8 MHz, and may have a clock speed of greater
than 16 MHz or any other suitable value. Memory usable by the
microprocessor may be external to the microprocessor. In addition,
the wireless access device may include VRAM and/or WRAM memory, for
example.
[0034] The users of a system according to the present invention may
be one or more users and may be up to eight or more simultaneous
users. In addition, the system according to the present invention
may conserve network resources based upon the application being
delivered and utilized, such as by packing and ordering bits for
example. Communications from a network to the wireless access
device may occur at a full frame rate. Communications from the
network to the wireless access device may occur at a half frame
rate or other or other levels, more conservative of bandwidth, for
example.
[0035] Furthermore, the wireless access device according to the
present invention may cache information regarding the interactive
application, fill data packets, and/or dispatch communications to
ensure efficient use of the network. In addition, an application
feature according to the present invention may offer a user more
than three degrees of freedom and may reside on the wireless access
device, for example.
[0036] Thus, it is intended that the present invention include the
variations and modifications that may be used in conjunction with
the invention, provided they come within the scope of the appended
claims and their equivalents.
[0037] It is to be understood that both the foregoing description
and the following description are exemplary and explanatory only,
and are not restrictive of the invention as claimed. The
accompanying drawings constitute a part of the specification,
illustrate certain embodiments of the invention, and together with
this detailed description, serve to explain the principles of the
present invention.
[0038] Reference will now be made in detail to a preferred
embodiment of the method and system of the present invention, an
example of which is illustrated in the accompanying drawings. A
preferred embodiment of the present invention is shown in FIG. 1 as
interactive system 10. As shown in FIG. 1, the interactive system
10 includes:
[0039] a telecommunications network 100, interactive application
200 delivered over the network 100 to one or more users; one or
more wireless access devices 300 adapted to receive and render the
interactive application 200 to the user(s); game server 400; and
interface 900.
[0040] A preferred embodiment of the method of the present
invention is depicted in FIGS. 3, 4, 5, and 8. As shown in FIG. 3,
the method of the present invention preferably includes:
synchronizing 1000, controlling 2000, and mediating 3000 the
interactive application 200 rendered to the at least one wireless
access device 300.
[0041] An exemplary form of the synchronization process 1000 of the
present invention is depicted in FIG. 4. The synchronization
process 1000 may include: initiating the gaming session 1100,
including initiating a connection between each of the wireless
access devices 300 (clients) and the game server 400; synchronizing
the clients 1200; synchronizing the server 1300; and facilitating
the interactive application (gaming) session 1400. State of play
may be synchronized between the various users of the interactive
entertainment service. In addition, the game may be mediated and
controlled to enhance the entertainment experience, while
efficiently managing control of the interface between one or more
wireless access devices of the users and the wireless
communications network.
[0042] FIG. 5 depicts a synchronization process 1000 of an
alternative form of the present invention. First, in step 1110, the
user logs on to the system. The user then requests game play, in
step 1120, from the game server 400. The interactive system 10 then
seeks to locate other players, in step 1130, and retrieves player
information and past history about the players whom it has located
in step 1140. Alternatively, the player information and past
history may be retrieved after players are selected for the current
gaming session. Next, the interactive system 10 retrieves game
information, in step 1150. At this point in the process, the game
has been initiated, as shown in step 1410, and the users are ready
to begin play.
[0043] Game play may proceed, subject to the synchronization
process 1000 of the present invention. As shown in FIG. 5, prior to
initiating game play, the system may check to insure
synchronization between all users 1200. Prior to initiating game
play, state information may be supplied to synchronization check
timer 1310. The synchronization check timer 1310 cooperates with
the game timer to determine whether or not the system should
confirm synchronization to any users with the game at that point in
time. If the game timer has not yet reached the point at which
synchronization is called for, the synchronization timer 1310
delivers the users to game play 1420.
[0044] As shown in FIG. 5, game play may proceed until the game
timer equals the synchronization timer 1310. At that point, the
system requests state information from all users relative to game
information 1320. The users deliver state information from each of
the wireless access devices 300 to the master game server 400, in
step 1330, and the master server tests whether there are any
differences in the state of play 1340. If there are insubstantial
differences in the state of play 1340 between the user(s) and the
game, the system delivers the user(s) back to the game to continue
play 1420.
[0045] If there are differences in the state of play between the
user(s) and/or the master server, the synchronization process 1000
of the present invention preferably determines and transmits the
required adjustments to the affected device in order to synchronize
all state machines, as shown in step 1350. The devices then receive
the new state information in step 1230.
[0046] If desired, the client applications may initiate an
algorithm to adjust the state of play 1240. The system then
determines whether or not the state change requires smoothing in
order to provide a high quality interactive experience for the
user, as shown in step 1210. If smoothing is desired, the system
adjusts the state 1250 and returns the users to game play in step
1420. If smoothing is required, the system initiates a smoothing
algorithm, as shown in step 1220, snapping the users to the new
state. The state is adjusted in step 1250 and the users proceed
with play, as shown in step 1420.
[0047] FIGS. 6, 7 and 8 depict alternative forms of the operation
of the control means 600 of the present invention. The control
means 600 may provide management of the real time state of game
play and facilitate the game mediation process 2000 of the present
invention. As shown in FIG. 6, the game mediation process 2000 may
include: initiating the gaming session 2100; matching skill levels
of players 2200; matching and accommodating device capabilities
2300; facilitating game play 2400; and terminating the gaming
session 2500.
[0048] As shown in FIGS. 7 and 8, the initiation step 2100 of the
control process 2000 may further include: logging onto the system
2110; requesting game play 2120; and locating other potential
players 2130.
[0049] As shown in FIG. 8, the step of matching skill levels 2200,
which enables the system to evaluate the players' respective skill
levels and determine whether or not they wish to proceed,
preferably may include: retrieving player information and past
history 2210; retrieving game information 2220; determining the
skill level of the respective potential players 2230; notifying
each of the prospective players of the skill levels of the other
potential players 2240; and requesting each player if they wish to
continue 2250. If the players wish to continue, they may proceed to
the step of matching an accommodating device capabilities 2300, for
evaluating and resolving any differences between the user's
respective access devices and the network. If the player(s) do(es)
not wish to continue, the system may search for other players 2260
with similar skill levels. Once located, the player may be returned
to the step of locating other players 1130.
[0050] If the player wishes to continue in spite of differences in
skill level, as determined in step 2266, the system may evaluate
the capabilities of each users connection and device in step 2305.
The differences in devices are may be determined in step 2311. If
there are differences in the devices, the process may proceed to
accommodate the device differences 2300.
[0051] FIG. 8 illustrates further steps of accommodating device
differences 2300. This process of evaluating and resolving any
differences between the users' respective connections and device of
the game mediation process 2000 of the present invention may
include: querying the respective devices regarding the capabilities
of their processors 2366; querying the respective devices regarding
signal strength 2370; querying the respective devices regarding
their video capabilities 2375; querying the respective devices
about latency 2380; and evaluating the capabilities of each users'
device 2305.
[0052] Any differences between the devices and connections may be
determined. If there are differences between the devices, as
determined in step 2310, the process may then compare the device
characteristics in step 2330. The process then determines the
lowest common capability set, as shown in step 2335 and issues
command applications, as shown in step 2340, to enable only the
capability set that has been determined. The process proceeds to
determine any differences between each users' connection over the
network 100, as shown in step 2345. The process may further include
running a ping test to determine connection differences, as shown
in step 2350. The process may continue by adjusting the game server
parameters to communicate with the devices according to their
connection(s), as shown in step 2355, and, then initiating game
play in step 2410. If there are insubstantial differences between
connections, the method may proceed instead directly to step 2410
and the initiation of game play.
[0053] FIG. 7 depicts an alternative form of the control process
2000, and in particular, the step 2300 of accommodating device
capabilities according to the present invention. As shown in FIG.
7, the accommodating device capabilities 2300 process of the
present invention may further include: determining one or more
players' skill level(s) from past performance or other criteria
2395; evaluating the capabilities of each users' connection and
device 2305; and adjusting the game server 400 to accommodate for
device and connection differences 2390.
[0054] FIG. 9 depicts a form of the mediation process 3000 and in
particular the network mediation process for matching players of
the present invention. As shown in FIG. 9, the network mediation
process 3000 of the present invention may include: initiating an
interactive session 3100; locating potential players 3200;
mediating the application 3300, facilitating game play 3400; and
terminating the gaming session 3600.
[0055] An alternative form of the mediation process 3000 of the
present invention is shown in FIG. 10. The step of initiating game
play 3100 may further include: logging on to the system 3110;
requesting game play 3120; and locating other players 3130. The
step of locating players 3200 may further include: retrieving
player information and past history 3210; retrieving game
information 3220; retrieving device information 3230; and
determining whether or not the device can provide location
information 3240.
[0056] If the device or network does not include means to determine
and provide to the network or to other users the location of the
wireless access device 300, the process may proceed with enabling
game play 3400. The step of enabling game play may further include:
setting up client-server communications 3406; initiating game play
3410; enabling game play 3420; and ending the game play session
3430.
[0057] To the extent the device is able to provide location
information, the process may instead proceeds to the step of
locating and resolving peer-to-peer communications 3300. The step
of evaluating and resolving peer-to-peer communications may further
include: retrieving location information from the respective
devices 3310; determining whether or not the devices are close
enough to initiate peer-to-peer play 3320 (and if they are not,
proceeding with the step of game play 3400 as described above);
determining whether the devices are capable of peer-to-peer play
3330 (and if they are not, proceeding with the step of enabling
game play 3400 described above); and setting up peer-to-peer
communications 3340.
[0058] Once peer-to-peer communications are established, as shown
in step 3340, the process may proceed with initiating game play
3410. It may not be necessary to set up client-server
communication, as shown in step 3405, in a peer-to-peer
communication environment.
[0059] As shown in FIG. 10, the step of terminating a game session
may include: determining whether or not the session was a
peer-to-peer communication 3510; uploading game and player detail
3530 to the server(s) 400; and ending the session 3540. If the
session was peer-to-peer, this process further comprises the client
reestablishing network connection to the server, as shown in step
3520; uploading game and player detail to the server(s), as shown
in step 3530; and ending the session in step 3540. If the session
was not a peer-to-peer session, the process proceeds with the steps
of uploading the game and player detail to the server 3630 and
ending the session 3540.
[0060] It will be apparent to persons of ordinary skill that
various modifications and variations may be made in the process of
the present invention and, in particular, in the synchronization,
control, and mediation processes of the invention, without
departing from the spirit of the invention. For example, the
management and interaction of the presentation, action, and control
functionality can each reside at various locations in the system.
The system communicates and coordinates these functions between the
various users. The hardware and software used to perform these
functions, may reside at the wireless access device 200, network
100, or the game server 400, or any combination of those locations.
The different functional levels must communicate effectively with
one another. The system is adapted to enable them to communicate
and cooperate appropriately to achieve the objects of the present
invention. Thus, it is intended that the variations and
modifications be considered part of the invention, provided they
come within the scope of the appended claims and their
equivalents.
[0061] As shown in FIG. 1, a preferred embodiment of the
interactive system 10 of the present invention includes:
telecommunications network 100; interactive application 200
delivered over the network 100 to one or more users; one or more
user wireless access devices 300 adapted to receive and render the
interactive application 200 to the user; game server 400; and an
interface 900.
[0062] According to an aspect of the present invention and as shown
in FIG. 2, telecommunications network 100 can take the form of a
wireless communications network. Other suitable embodiments of the
telecommunications network 100 of the present invention, include,
but are not limited to: Plain Old Telephone Service (POTS); Public
Switched Telephone Network (PSTN); Integrated Services Digital
Network (ISDN); Asymmetric Digital Subscriber Lines (ASDL); any of
various other types of Digital Subscriber Lines (xDSL); Public Land
Mobile Network (PLMN); the Internet; cellular; Global System Mobile
(GSM); General Packet Radio Services (GPRS); Infrared Data
Association (IrDA); Cellular Digital Packet Data (CDPD); Enhanced
Data Rates for Global (or GSM) Evolution (EDGE); Universal Mobile
Telecommunications System (UMTS), Ricochet proprietary wireless
packet network; wireless local loop (WLL); Wireless Local Area
Network (WLAN); 802.11; infrared; Bluetooth; Wide Area Network
(WAN); Local Area Network (LAN); Optical; Line of Sight;
satellite-based systems; Cable; User Datagram Protocol (UDP); SMR
(walkie talkies); any portion of the unlicensed spectrum; wireline
networks; and/or any other suitable telecommunications network 100.
Any suitable communications network is considered to be within the
scope of the present invention, provided it can render the
interactive application 200 to the user, as described herein.
[0063] The interactive system 10 of the present invention may be
adapted for use in conjunction with a wireless communications
network 100 that is data capable, as opposed to a first generation
cellular (voice only) network. The wireless network 100 may be
based upon PCS, TDMA, CDMA, CDPD, CDMAone:, or any other suitable
technology(ies) or standard(s) that are data capable, for
example.
[0064] As shown in FIG. 2, wireless communications network 100 may
further include one or more base station(s) 110, one or more base
station controller(s) (BSC) 120, and one or more mobile switching
center(s) (MSC) 130. As will be apparent to one of ordinary skill
in the art, each base station 110 includes a transceiver (not
shown) capable of transmitting signals to and receiving signals
from the wireless access devices 300. In addition, each base
station 110 is connected through the base station controller 120 to
the mobile switching center 130.
[0065] The mobile switching center 130 may cooperate with the game
server 400 through the Interworking Function ("IWF") 150. The IWF
150 may be connected to the Internet 140. As will be apparent to
those of ordinary skill in the art, the IWF 150 may include the
necessary equipment and conversion algorithms to permit seamless
communication between the mobile switching center 130 and the
mobile game server 400, despite potentially dissimilar protocols
supporting each of those components. Other embodiments of the IWF
150, such as, for example, a PCE node, a Packet Data Serving Node
(PDSN), or any other node of similar functionality are considered
within the scope of the present invention.
[0066] The mobile switching center 130 may be linked to the public
switched telephone network (PSTN) 160. Further, in cooperation with
the mobile switching center 130, the interactive system 10 may
include a home location register (HLR) 170 for identifying and/or
verifying subscribers on the interactive system 10. As will be
apparent to those of ordinary skill in the art, the wireless
communications network 100 may be adapted to allow communication
between the wireless access devices 300 and the game server
400.
[0067] As shown in FIG. 2, the network 100 may further include
message means 800 for providing communication between users.
Message functions, such as SMS (Short Message Service), Text,
Voice, and chat, may be provided in conjunction with the present
invention in a manner known.
[0068] According to an aspect of the present invention, the
wireless communications network 100 may be adapted to efficiently
manage the air interface. The data transfer rates of the present
invention m,ay be adapted to provide an enriched, realistic
interactive application, such as a game, while minimizing the
amount of bandwidth that is dedicated to providing the interactive
application 200. For example, the interactive system 10 may
minimize the number of degrees of freedom managed over the wireless
network 100 by providing predefined subroutines on the wireless
access device 300.
[0069] According to an aspect of the present invention, spawned
degree of freedom information may be managed, such as, for example,
projectile information. In an interactive application where a
projectile, such as a missile, rope, or arrow may be launched, the
system may transmit information and track movement of two discrete
objects (the projectile and the image launching it).
[0070] The trajectory of the projectile may be calculated at the
wireless access device 300, based on formulae or other data to
depict movement of the projectile. The calculations, and the
formulae required to make the calculations, may be game specific
and part of the interactive application 200 downloaded to the
wireless access device 300. For example, when the interactive
application 200 requires a ball to be thrown, the wireless access
device 300 of the present invention may locally evaluate the
trajectory and depict the path that the ball will take, rather than
sending and receiving multiple instructions over the network
depicting each stage of movement of the ball. This prevents the
present invention from tying up valuable network capacity.
[0071] The wireless access device 300 may receive update
information from the game server 400, based on any conditions that
would alter the trajectory that is calculated at the wireless
access device 300. These may include, for example, shifts in wind
direction and magnitude, or other forces. The use of the network's
air interface remains efficient because the interactive system 10
preferably transmits only the minimum necessary information, in
contrast to prior known systems that transmit at a full frame rate,
regardless of the availability of or need for data for
transmission.
[0072] According to an aspect of the present invention, network
resources are efficiently used by providing a reduced amount of
information necessary at each point to enable the wireless access
device 300 to render the interactive application 200. A number of
methods may be used to reduce the amount of information necessary
to enable the interactive application. It will be apparent to
persons of ordinary skill in the art that various modifications and
variations may be made and the manner in which the air traffic
required to produce the interactive application may be reduced,
without departing from the scope of the invention as claimed. For
example, the amount of information transmitted over the wireless
network 100 pertaining to the degrees of freedom of the interactive
application 200 may be reduced. This function may be accomplished
by any number of alternative and/or complimentary means. The
instruction set may be layered. Sets of instructions may be grouped
together in a logical fashion in order to reduce the amount of air
traffic necessary to actuate the movement of a game piece. For
example, the movement of a character that is running may be broken
into several series of actions and instructions layered to depict
groups of those actions. Arm movement may be depicted in one series
of instructions; leg movement could be depicted in another; and
movement of the character horizontally and/or vertically could be
depicted in yet other layers of instructions.
[0073] Similarly, according to an aspect of the present invention,
multiple sets of instructions may be collapsed into a single
instructions set, set(s) of codes, or subroutine(s). Although this
may require creating a number of codes that represent the various
actions the character could maintain, it offers the potential for
dramatically reducing the amount of air interface traffic required
to actuate a game, for example. According to an aspect of the
present invention, many actions involved in the game may be reduced
to a single subroutine. Activities such as running, jumping,
throwing and crawling may be reduced to a single or reduced
instruction set so that when the single or reduced instruction set
is transmitted over the wireless network 100, the character
performs a series of actions corresponding to that activity.
[0074] The present invention may provide an enriched interactive
gaming experience on a least cost basis. This may be accomplished
by minimizing traffic over the air interface and more efficiently
managing network resources so as to enable a system operator to
reduce costs.
[0075] According to an aspect of the preset invention, interactive
application 200 may include: an application 210; a device
adaptation means 220; a communication means 230; and a mediation
means 240, based on various criteria relating to the interaction of
the users of the interactive entertainment service.
[0076] The interactive application 200 may include, without
limitation, any one or more of the following: games; entertainment
services; stock quotations; message boards; purchasing;
advertising; news services; bill payment; instant messaging; email;
location-based information and services; and any other interactive
application. It will be apparent to persons of ordinary skill in
the art that any of various applications may be adapted to be used
with the present invention. Thus, it is intended that the present
invention include all of the various applications that may be
adapted to be used with the invention, provided they come within
the scope of the appended claims and their equivalents.
[0077] The interactive application 200 may further be adapted to
cooperate with certain features of the wireless network 100 or of
the wireless access device 300. According to an aspect of the
present invention, wireless access device 300 may include: controls
310, peripherals 320, and a user interface 330. The interactive
application 200 may be adapted depending on the platform, or the
particular hardware or software being employed on the wireless
access device 300. Similarly, the interactive application 200 may
be adapted depending on physical parameters, such as battery life
for the form factor of the wireless access device 300.
[0078] The communications means 230 of the interactive application
200 of the present invention may include one or more of: voice;
physical feedback; text; video; images; attachments; or
location-based information. Preferably, the present invention may
be further adapted to provide, as applicable: voice mail; store and
forward features; hand messaging features; the ability to deliver
unique messages; email; instant messaging; audio; video; images;
text; electronic cards; music; advertising; peer-to-peer
communications; geographic information; directions; and information
on any other subject.
[0079] Physical feedback embodiments of the communication means 230
of the interactive application 200 of the present invention may be
adapted to provide sensory input to a user, by way of example one
or more of: vibration, such as through the use of a rumble pack;
heat; pressure; sound; sight, through enhanced visual effects;
smell; touch; and any other sensation.
[0080] Control means 600 of the game server 400 of the present
invention may further include a game mediation means 620 for
mediating the interactive application 200 of the present invention
based on various parameters regarding the level of play and the
interaction of the users. The game mediation means 620 may be
embodied in the interactive application 200 as a software
application and/or in an algorithm that resides on one or more
servers in the interactive system 10.
[0081] As embodied herein, the wireless access device 300 may take
the form of any suitable user device adapted to interface with the
communications network 100 to provide a multiplayer, interactive
communications application such as a game. According to an aspect
of the present invention, wireless access device 300 may include a
wireless communications device such as a mobile phone. According to
an aspect of the present invention, wireless access device 300 may
include one or more of: a personal digital assistant (PDA); a
pager; a wireless game controller; and/or an email device.
[0082] Wireless access device 300 may include one or more
peripherals 320 including by way of example: headphones; earphones;
cables; joysticks; paddles; cameras; microphones; speakers and
external keypads. Wireless access device 300 may be adapted to run
on any platform suitable for providing interactive application 200
and the desired functionality of the interactive system 10. The
platform may include any number of operating systems known in the
art, such as, for example, Palm, Windows, Symbian, Java, Mac, or
any other operating system capable of supporting the functionality
of the interactive system 10.
[0083] According to an aspect of the present invention, wireless
access device 300 may be adapted to provide voice-over-packet
services. These services may include interactive group
communications service, such as voice chat applications like the
QChat application developed by Qualcomm. QChat serves as a wireless
extension of Internet chat and instant messaging services. These
services may be employed by minimizing the packet frame size used
for the communication during times of network congestion or any
other time determined by the carrier. Voice-over-packet may be
limited to half-rate frames to minimize the amount of data sent at
the expense of voice quality, for example.
[0084] As shown in FIGS. 1 and 2, the present invention may include
the game server 400. The game server 400 may enable a user to play
an interactive entertainment application 210 and further include
means for downloading, purchasing, selling, and billing the user
for the application 210. The game server 400 may include any server
with a network interface adapted for use in conjunction with the
communications network 100, the interactive application 200, and
the wireless access device 300 of the present invention 10. The
game server 400 may include a Sun Metra Platform. Applications,
e.g., games, 210 may be provided, e.g., sold, in client (single
player) and server (multi-player) versions. Game server 400 may be
adapted to provide games 210 and other applications over a wireless
communications network.
[0085] Game server 400 may further include: a synchronization means
600 for synchronizing the state of play between the users and the
network 100; a control means 600 for controlling the state of the
interactive application; and a network mediation means 700 for
controlling delivery of the interactive application 200 to the one
or more users. Game server 400 may include one or more servers. The
synchronization means 500, the control means 600, and the network
mediation means 700 may reside on the same or different server(s).
As shown in FIG. 2, and will be apparent to those of ordinary skill
in the art, any of a number of configurations of the game server
400 would allow for communication with the interactive system 10 of
the present invention. For example, the functions of the game and
player databases 410 and 420, and of the synchronization means 500,
the control means 600, and the mediation means 700 may be embodied
in a single or multiple structures. Alternatively the game server
400 could be housed within or separate from the network 100 or any
of its components. The interface(s) 900 may be adapted
accordingly.
[0086] The game server 400 may further include a game database 410
for storing various game software and/or other interactive
applications, and a player profile database 420 for storing the
profiles of subscribers to the interactive system 10. The hardware
employed may be of a type known in the art for data storage and
retrieval functions. Similarly, the connections between the
components of the game server 400, the synchronization means 500,
the control means 600, and the mediation means 700, may be high
speed, router-server connections, of a type well known in the
art.
[0087] According to an aspect of the present invention, game server
400 may further include synchronization means 500 for synchronizing
the transmission and display of the interactive application 200.
Synchronization means 500 may be embodied in a software application
and/or an algorithm that resides on the game server 400. The
synchronization means 500 may be adapted to enable the user to
experience a robust and jitter-free gaming environment. The
synchronization means 500 may be used to identify when a player is
in a game state that is not the same as the game state of the
server, or of the other players, for example. Game server 400 may
further calculates a correct game state. Synchronization means 500
may be adapted to cooperate with the game server 400, which
provides information about the state the player should be in.
Synchronization means 600 may order the interactive application 200
to make the appropriate changes to bring the players into
synchronization.
[0088] Gaming applications 210 may be subject to creep or wander
problems. It is preferable, therefore, to maintain synchronization
between each wireless access device 300 and the network 100,
relative to the state of play of the interactive application 200.
That is, each player in the interactive session should see on their
display the same state of the game as each of the other players.
This synchronization of the game state may be accomplished in the
present invention through any of a number of mechanisms including,
without limitation, providing separate synchronization means 500
for synchronizing the systems; monitoring the manner in which the
system is mediated; or imposing separate software systems or
control features to limit or eliminate creep and wander.
[0089] According to an aspect of the present invention, wireless
access device 300 can transmit its overall state information to the
synchronization means 500 at a given interval. The timing and
length of the interval may vary depending on the interactive
application (game) being played, its complexity, and the number of
degrees of freedom involved, for example. The synchronization means
500 may then determine, based on the state information it receives
from all of the wireless access devices 300 in the particular
interactive session, what actions, if any, need to be taken.
[0090] The control means 600 of the present invention may be
adapted to manage the real time state of play of the interactive
application 200; maintain overall synchronization of players during
the game; ensure proper distribution of information to and from the
players; and route information to the appropriate players as
required. Control means 600 may further be adapted to determine or
place users into different networks as appropriate for game play.
This function may be accomplished through cooperation with and
based on information supplied by the mediation means 700, as well
as by the users themselves, for example.
[0091] Control means 600 may include a server of the type well
known in the art. Control means 600 may further include a generic
processor operating at a fast clock rate, such as a Sun SPARC work
station. The processor may be a single, dual, multiple,
distributed, or multithreading processor.
[0092] According to an aspect of the present invention, game server
400 may operate at the router frame rate and provide handicapping,
based upon information supplied by users and or the users'
profile(s) from player database 420, for example. Control means 600
may also provide error correction functions.
[0093] Control means 600 may further include game mediation means
620. When users of different skill levels interact in an
application, the game mediation means 620 may define the state of
play in order to achieve a level playing experience. Because the
game mediation means 620 has access to each player's profile in the
player database 420, the game mediation means 620 has access to
information such as, for example, how well the player has performed
in a particular game in the past, and how often they have played a
particular game. Using this information, the game mediation means
620 may assign a rating to a player for a particular game.
Individual game ranking may be stored in a user's profile stored in
the player database 420. The game mediation means 620 may allow
players to enter into the interactive session who are within a
given rating for the game being played.
[0094] Game mediation means 620 may notify players in the
interactive session that one player may be more (or less) skilled
than another. Game mediation means 620 may mediate the interactive
application 200 based on features of the wireless access devices
300 in a particular interactive session and/or other factors
relevant to a player's gaming experience. Game mediation means 620
may further include one or more of the following features: display;
processor; user preference; language; file support; identity of the
user; other features or characteristics of the user; the access
device being employed; the control means being used; bandwidth
requirements; and ping rate. Game mediation means 620 may be in
communication with a wireless access device 300 prior to the start
of a gaming session.
[0095] Control means 600 may perform the processes illustrated in
FIGS. 5, 6, and 7. After the user has logged onto the system and
requested game play, the interactive system 10 may locate other
players who wish to participate in the interactive gaming session.
Control means 600 may retrieve player information from the player
database 420 and game information from the game database 410.
Control means 600 may retrieve information about each wireless
access device 300 and its connection over the wireless network 100.
Control means 600 may determine a skill level of the players who
have indicated that they wish to join the gaming session.
[0096] The process of determining a player's skill level may
include determining a player's past performance at playing this
particular game and ranking the players based on past performance.
The ranking system used by the control means 600 may include
scalable nomenclature, which may be as simple as a numerical
ranking from 1 (for novice) to 5 (for expert), or may include any
nomenclature adapted to application 200. Control means 600 may
communicate a player's skill level to other players. Each user may
then be prompted on their wireless access device 300 to indicate
whether they wish to continue playing. If a player chooses to opt
out of the gaming session, the system may be adapted to locate
replacement players.
[0097] After the system establishes the players, control means 600
may evaluate the capabilities of each of the users based on their
wireless access device 300 and their connection to the wireless
communications network 100, as discussed above. Control means 600
may then compensates for skill, device, and connection differences
as shown in FIGS. 5, 6, and 7.
[0098] Control means 600 may further be adapted to provide an
enriched data environment, without sacrificing the efficient
management of the air interface. Each wireless access device 300
may have high resolution, and may be black and white, monochrome,
or color. The present invention may further include a color
management means 350 for managing the delivery of color to the
wireless access device 300. Interlacing techniques such as those
known in the broadcast industry may be used. When color is used,
the interactive system 10 may provide an efficient, yet enriched,
data environment by defining color as a degree of freedom.
[0099] For example, the facial color of a character in the
interactive application 200 may be defined by one degree of freedom
with three states (e.g., orange, red, and purple). The face may be
defined in the (client) wireless access device 300 by transmitting
only the state of the facial color over the air interface. When the
character's face becomes bruised, for example, the interactive
system 10 may transmit "purple" state information only. In
addition, in a manner similar to that by which the trajectory of a
projectile is calculated, the present invention further reduces air
link traffic by calculating the state information at the wireless
access device 300 instead of transmitting the information over the
network. For example, if events x and y occur, the wireless access
device 300 may be adapted to display a color state z.
[0100] Control means 600 of the present invention may be adapted to
use user profiles stored on the player database 420 for providing a
personalized, interactive application. For example, the user
profile preferably comprises information about a user's experience
level, enabling the interactive system 10 to supplement the
interactive application with personalized messages, such as
prompts, game hints, and help files. The user profile may further
include: the genre(s) of application(s) in which the user is
interested, a user's skill rank for a particular game, training
files to allow a user to improve his/her skill level at a
particular game, and messages aimed at taunting the user during
play. The network infrastructure for providing the user profile
functionality to the control means 600 of the present invention
preferably further comprises the subject matter described in U.S.
Provisional Patent Application Serial No. 60/276,056 entitled
"METHOD AND SYSTEM FOR CONTENT DISTRIBUTION OVER A WIRELESS
COMMUNICATIONS SYSTEM" filed Mar. 16, 2001, which is incorporated
herein by reference as if fully set forth herein.
[0101] Control means 600 may further be adapted to monitor and/or
limit user's access to particular interactive applications. For
example, the control means 600 may prevent a user from accessing an
interactive application that the user's wireless access device 300
is not capable of supporting (e.g., lack of graphics capability,
lack of processing speed, software version incompatibility), or may
limit a user's access to a particular gaming application if the
user has not attained, or maintained, a certain skill level (too
skilled or not skilled enough). In this manner the control means
600 may be adapted to sort stored user profiles and match users
based on predefined ranges of skill, equipment specifications,
and/or other attributes. The control means 600 may further be
adapted to allow users to request to play other users that may be
outside these ranges. In these instances, the control means 600 may
preferably notify the users of the (dis)advantages of the other
player(s). Control means 600 may further include a handicapping
mechanism for leveling the playing field.
[0102] Control means 600 may be adapted to recognize the location
of a wireless access device 300. Control means 600 may further
include software that recognizes the GPS and/or ANI address
information of the user or the wireless access device 300. Location
information may be gathered and transmitted by the wireless access
device 300, using GPS and location software and/or estimation
methods of the type known in the art. For example, location
information may be estimated by the interactive system 10 based on
any one or more of prior known methods, comprising one or more of:
round trip signal delay; triangulation; received power; and the
cell site location with which the wireless access device 300 is in
communication.
[0103] Control means 600 may be adapted to provide administration
services. The control means 600 may store directories of users of
the interactive system 10, allocated into certain affinity groups,
or interactive communities. According to an aspect of the present
invention, administrative service means and interactive community
functionality, as disclosed in U.S. patent application Ser. No.
09/833,656, entitled "METHOD AND SYSTEM TO FACILITATE INTERACTION
BETWEEN AND CONTENT DELIVERY TO USERS OF A WIRELESS COMMUNICATIONS
NETWORK," filed Apr. 13, 2001, which is incorporated herein by
reference as if fully set forth herein, may be provided.
[0104] Control means 600 may include a game management means 610
for managing a particular gaming interactive application. The game
management means 610 may be adapted to alter the overall states of
certain global degrees of freedom. For example, the game management
means 610 may adjust the conditions of the field of play for a
gaming application by providing instructions to the wireless access
device 300 for rain, snow, wind, or any other change of field or
state, of play conditions. The instructions preferably may be
provided to the wireless access device 300 in an arbitrary fashion,
or according to a schedule stored in the control means 600, for
example. According to an aspect of the present invention, the game
management means 610 may include an algorithm or software means
designed for a specific gaming application 200. According to an
aspect of the present invention, the game management means 610 may
be performed through human intervention at the administrator level
of the wireless communication network.
[0105] Control means 600 may further include error correction means
630 for minimizing transmission errors during delivery of the
interactive application. The error correction means 630 may include
any of the known error correction techniques, for example: block
coding methods; convolutional coding methods; or any other error
correction methods known by those of ordinary skill in the art.
[0106] It will be apparent to persons of ordinary skill in the art
that numerous variations may be made in the present invention,
without departing from the scope and spirit of the present
invention. According to an aspect of the present invention, users
may be billed according to Assignee's Cricket.TM. business model.
Users may be billed based upon: a flat rate with unlimited use; on
a pre-paid basis; based on minutes of use; on a pay per play basis;
and/or any combination of known billing methods. In addition, the
provision of the interactive application 200 to the user may be
sponsored, such that the user receives a discounted or subsidized
rate, in return for listening to personalized advertisements
before, during, and/or after the interactive session, for example.
Control means 600 may be adapted to manage billing functions.
[0107] Control means 600 may further include means to maintain a
persistent state of play. For example, a user may end an
interactive gaming session and the control means 600 store the
session so that the user may resume the session at a later time.
Alternatively, if the user ends a gaming session that included
multiple players, the control means 600 may be adapted to store the
session so that it may be resumed by all or certain of the players
at a later time.
[0108] Control means 600 may further include back up, fail over,
and/or redundancy systems to prevent data, such as a user profile
and/or stored gaming session information, from being lost. Control
means 600 may include known systems and methods, such as, for
example, RAID storage, active mirroring of information, hear-beat
signaling, load sharing, and/or any other methods known by those of
ordinary skill in the art.
[0109] According to an aspect of the present invention, network
mediation means 700 of the present invention may be adapted to
match players for multi-player gaming. The network mediation means
700 may employ user profile information to establish the
application 210 adapting gaming parameters to control: latency;
degrees of freedom; skill levels; and device and connection types,
for example. Network mediation means 700 may employ means similar
to those used by the control means 600, however, network mediation
means 700 may need not run as close to real time as the control
means 600.
[0110] Network mediation means 700 may mediate communications based
upon specifications of each wireless access device 300, the
interactive application 200, location of the user, and user
profiles stored by the control means 600. Once it is determined
that peer-to-peer communications are possible for a particular
interactive session, network mediation means 700 may direct
wireless access devices 300 to engage in a peer-to-peer interactive
session. During a peer-to-peer interactive session, a wireless
access device 300 may download any necessary information from the
interactive system 10, and send limited information to the system
10 to maintain a proper level of knowledge required to provide an
enhanced interactive experience. This information may include, for
example, final scores, standings, and/or any other game related
statistics that may provide the system with better understanding of
the user and their experience. In addition, information may be sent
from the network to the wireless access device 300, such as, for
example, personalized messages and/or advertisements that are not
resident on the device.
[0111] Other than the limited information sent to or from the
wireless access device 300 during peer-to-peer mode, the wireless
access devices 300 may communicate directly with each other the
necessary information to maintain the game. This advantageously may
reduce the amount of information that is transmitted across the
wireless network 100 and reduces the operator's service costs
without infringing on the user's playing experience.
[0112] The network mediation means 700 may be embodied in a
software application and/or algorithm that resides on one or more
servers in the interactive system 10. The network mediation means
700 may deliver the interactive application through a client-server
environment over the wireless network 100. Network mediation means
700 may deliver the interactive application in a peer-to-peer
environment independent of the wireless network 100. Network
mediation means 700 may deliver the interactive application in a
hybrid environment that incorporates a client-server environment in
conjunction with an independent peer-to-peer environment.
[0113] Delivery of the interactive application by the network
mediation means 700 may be based on many factors. Network mediation
means 700 may take into account a spectral efficiency of the
wireless network 100. For a particular interactive application
session at a given time, the higher the spectral efficiency of the
wireless network 100, the more of the interactive application that
can reside on the server in the interactive system 10, for example.
In contrast, when spectral efficiency is low, the network mediation
means 700 may send more of, or the entire, interactive application
to the user's wireless access device (at low network usage times,
for example) so that the application may be used in a peer-to-peer
or hybrid environment.
[0114] Mediation and delivery of an interactive application may
depend on a value of the interactive application itself and the
corresponding security measures appropriate to protect the
interactive application 200. For example, a proprietary video game
that is valuable to the system operator may be stored substantially
on the server and not be downloaded substantially to the (client)
wireless access device 300. Less valuable applications or games may
be distributed substantially or completely to the client devices in
order to reduce air traffic and conserve network resources.
[0115] According to an aspect of the present invention, service may
be rendered on a hybrid basis. In a hybrid scenario, structures,
functions, and steps involved are substantially the same. If the
interactive system 10 determines that it is desirable to provide
some degree of peer-to-peer play, it may be adapted to do so.
Synchronization information may be passed from the devices running
peer-to-peer to the network. The system may also receive any
changes required to maintain synchronization from the network. In
the event that some devices are on alternate network types (i.e.,
802.11), synchronization commands may be sent to the devices over
that alternative network. Other game commands may be sent through a
selected means (i.e., peer-to-peer). Thus, the system is adapted to
provide efficient air link utilization.
[0116] The present invention may also include interfaces 900, for
enabling communication between the various components of the
invention for example. Interface connections 900 between the
wireless network 100 and the game server 400 may be accomplished
over any one or more of the interface links 900 shown in FIG. 2,
for example. For example, a BSC 120 and/or MSC 130 may be connected
to game server 400 over an "L Interface" 910 (Standard Is-658,
which is incorporated herein by reference) in a manner conventional
in the art. Similarly, IWF 150 may be connected to the game server
400, the control means 600, and/or the mediation means 700 over
TCP, IP, or Mobile IP protocols 910 in a manner known in the art.
TCP, IP, and/or Mobile IP protocols are promulgated by standards
setting organizations such as the IETF, which standards are well
known in the art and are incorporated herein by reference. Other
interface protocols, such as WAP (Wireless Application Protocol),
CPDP, Mobitex, DataTac, i-Mode, or other protocols may be adapted
to the present invention.
[0117] Various equipment manufacturers have implemented the
standards in a manner that is adapted to their equipment. Lucent,
Nokia, Ericsson, and other equipment manufacturers have each
adapted the interface standards to their particular equipment and
applications. Interfaces 900 may be adapted to implementation of
the standards by the manufacturer of the equipment being
employed.
[0118] According to an aspect of the present invention, interface
900 between the user access device 300 and the network 100 may be
of a type known in the art of wireless communications services.
Network 100 may be adapted to send variable length, rather than
full length packets as is conventional in the art prior to the
present invention. Packet transmission may be controlled to
override the full length packet filler. Standard bin sizes (full,
half, quarter, eighth) may be used and the transmission rate of the
packets fixed, although these variables may also be adapted to
improve the efficiency of use of the air interface. A manner in
which bits are packed within frames may be forced to improve the
efficiency of use of the air interface.
[0119] Interface connections between various of the components of
the game server 400, and in particular, the game database 410, the
user database 420, the synchronization means 590, the control means
600, and the mediation means 700 may be high speed router protocol
connections of the type well known in the art.
[0120] Wireless network 100 may further include a plurality of
"information service stations," or sub-networks, which may be
located at various locations, such as, convenience stores, gas
stations, and shopping malls, where a user may make a high speed or
broadband connection with the wireless network 100 and receive
updates relating to the interactive application 200 being used.
Subnetworks may be adapted to have their own characteristics in
addition to the characteristics of the master wireless network 100.
For example, a user in a specific sub-network, such as, for
example, a shopping mall, may receive information, as part of the
interactive application 200, about stores located within the mall.
A user may be notified about other users/players that are in the
sub-network that the user may want to join in the interactive
session. Finding potential players proximate (discussed below) to a
particular user would enable the network mediation means 700 to
join the players, at least in part, in a peer-to-peer environment,
which allows for more efficient use of the network resources and
enables more real-time interactive play. Sub-networks may offer
lower cost service than the wireless network 100.
[0121] The delivery of the interactive application 200 by the
network mediation means 700 may further be based on the proximity
of the various users to one another. For example, if multiple users
are all located in close proximity to one another, for example, in
the range of about 10 meters to about 100 meters, the network
mediation means 700 may deliver the interactive applications to the
user access devices 300 and enable their interactive session to
occur in a peer-to-peer environment.
[0122] The system and method of the present invention ma be fully
compatible and usable in conjunction with PC based games, as well
as Internet applications, and TV-based games. A service employing
the system and method of the present invention may be offered as a
flat rate offering in conjunction with services such as Assignee's
Cricket.TM. wireless communications service. Such services may be
offered on a prepaid billing service for game purchase.
[0123] Numerous other variations and modification will be apparent
to persons of ordinary skill that will facilitate the delivery of
wireless interactive applications, at high level of graphic
quality, while more efficiently using network bandwidth and
resources than prior known systems and methods. Thus, it is
intended that the present invention include the variations and
modification that may be used in conjunction with them, provided
they come within the scope of the appended claims and their
equivalents.
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