U.S. patent application number 10/570526 was filed with the patent office on 2007-04-26 for method and device for supporting wireless multi-player gaming with a multi-player game hub.
Invention is credited to Peter Decker, Juha Lampela, Reza Serafat.
Application Number | 20070093294 10/570526 |
Document ID | / |
Family ID | 34362334 |
Filed Date | 2007-04-26 |
United States Patent
Application |
20070093294 |
Kind Code |
A1 |
Serafat; Reza ; et
al. |
April 26, 2007 |
Method and device for supporting wireless multi-player gaming with
a multi-player game hub
Abstract
The present invention relates to wireless multi-player gaming
with mobile game devices. It also relates to a method and a device
capable of reducing the communication load of mobile game devices
in wireless multi-player gaming. The method of the present
invention is provided to support wireless multi-player gaming with
a multi-player game hub, wherein in said method said hub is setting
up wireless connections to at least two mobile game devices by
performing an initialization procedure according to an
initialization protocol. These connections form a hub-to all
wireless network, wherein each connected game device is wirelessly
connected as a slave device in said wireless network. In the method
the hub further comprises controlling the transfer of game
execution data between said at least two game devices. Thereby a
method and a game system is provided to separate the communication
load from the game execution load keeping the processing resources
of the gaming devices clear for executing the game software in
wireless multi-player gaming.
Inventors: |
Serafat; Reza; (Bochum,
DE) ; Decker; Peter; (Marl, DE) ; Lampela;
Juha; (Oulu, FI) |
Correspondence
Address: |
Hollingsworth & Funk
8009 34th Avenue South
Suite 125
Minneapolis
MN
55425
US
|
Family ID: |
34362334 |
Appl. No.: |
10/570526 |
Filed: |
September 19, 2003 |
PCT Filed: |
September 19, 2003 |
PCT NO: |
PCT/IB03/04046 |
371 Date: |
November 22, 2006 |
Current U.S.
Class: |
463/39 ;
463/42 |
Current CPC
Class: |
A63F 2300/406 20130101;
A63F 2300/402 20130101; A63F 2300/50 20130101; A63F 13/327
20140902; A63F 13/12 20130101; A63F 13/31 20140902 |
Class at
Publication: |
463/039 ;
463/042 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. Method for supporting wireless multi-player gaming with a
multi-player game hub, said method comprising at said hub: setting
up wireless connections to at least two mobile game devices by
performing an initialization procedure according to an
initialization protocol, forming a hub-to-all wireless network,
wherein each of said connected game devices is wirelessly connected
as a slave device in said wireless network, and controlling the
transfer of game execution data between said at least two game
devices.
2. Method according to claim 1, wherein said setting up of a
wireless connection comprises: sending initialization messages, to
search for new wireless mobile game devices, receiving
identification messages from said game devices, and setting up a
connection to said game devices.
3. Method according to claim l, further comprising connecting a
mass storage, and reading data contained in said mass storage.
4. Method according to claim 3, wherein said reading of data
comprises initialization control data and transfer control data for
performing said connection setup and said game data transfer.
5. Method according to claim 3, wherein said read data comprises
game data, and said method further comprises transferring said game
data to each of said connected slave devices via a wireless
interface.
6. Method according to claim 5, further comprising generating a
video/audio output according to said game data from a connected
mass storage, and according to said transferred game execution
data.
7. Method according to claim 5, further comprising executing said
game data received from said connected mass storage according to
said transferred game execution data.
8. Method according to claim 1, wherein said setting up of a
wireless connection and said transferring of game execution data is
performed according to a Bluetooth protocol.
9. Method according to claim 1, wherein said setting up of a
wireless connection and said transferring of game execution data is
performed according to a WLAN protocol.
10. Method for performing wireless multi-player gaming at a
wireless multi-player game system comprising a game hub and at
least two mobile gaming devices, wherein said method comprises the
hub based procedures of claim 1 and further comprises at said
mobile gaming devices, receiving of user input, executing a game
software according to said received user input, generating game
execution data to be transferred to other mobile gaming devices,
transferring said data to said hub via a wireless connection,
receiving game execution data from other mobile gaming devices via
said hub, and executing said game software according to said
received game execution data.
11. Software tool comprising program code means stored on a
computer readable medium for carrying out the method of claim 1
when said software tool is run on a computer or network device.
12. Computer program product comprising program code means stored
on a computer readable medium for carrying out the method of claim
1 when said program product is run-on a computer or network
device.
13. Computer program product comprising program code, downloadable
from a server for carrying out the method of claim 1 when said
program product is run on a computer or network device.
14. Multi-player game hub comprising a wireless interface,
initialization engine and a game communication control engine,
wherein said wireless interface is connected to said initialization
engine and said game communication control engine.
15. Multi-player game hub according to claim 14, further comprising
a processing unit and an interface for a mass storage, said
processing unit being connected to said mass storage interface and
to said wireless interface.
16. Multi-player game hub according to claim 15, further comprising
a display controller and a display interface, wherein said display
controller is connected to said display interface and to said
processing unit.
17. Multi-player game hub according to claim 14, further comprising
a user interface.
18. Multi-player game hub according to claim 14, further comprising
a desktop charger unit.
19. Multi-player game hub according to claim 14, further comprising
a modem.
20. Multi-player game hub according to claim 14, wherein said
multi-player game hub is implemented in a wireless mobile game
device.
21. Multi-player game system, wherein said game system comprises a
multi-player game hub according to claim 14, and wireless mobile
game devices being connectable to said multi-player game hub via a
wireless communication links, wherein said multi-player game hub is
in the master role of said links and said mobile game devices are
each in a slave role of said links.
Description
[0001] The present invention relates to wireless multi-player
gaming with mobile game devices. It also relates to a new
possibility to reduce the communication load of mobile game devices
in wireless multi-player gaming. This invention deals with central
server based multiparty gaming services and their usage scenario.
In this scenario a central server acts as the main part of a game
serving different game participants and manages the communication
and data exchange between the game participants. This invention
proposes a novel generic multi-player games server/hub preferably
used for local networks.
[0002] Presently, there are different kinds of mobile game devices
available. There are e.g. the SEGA.TM. GAMEGEAR.TM., the ATARI.TM.
LYNX.TM. and the commercially successful NINTENDO.TM. GAMEBOY.TM..
All these devices provide a possibility to play electronic games
from an inserted mass memory device storing the game software.
Presently, there are mobile game devices that enable users in case
of some games to play against each other by using a link cable. A
cable link enables users to connect game devices of the same type
with each other and play against each other in competitive or
strategy games.
[0003] Conventionally, the game devices are connected via wired
connection and one or each of said devices requires a mass memory
device storing the game software, depending on the complexity of
said game.
[0004] Presently, it is possible to connect a mobile game device
with a game console or video game via a respective cable to use the
mobile game device as a controller for said game console. This
connection can also be used to exchange data between a console
version and a mobile version of the same video game. Presently,
there is also an adapter available enabling a user to use a mobile
version of a video game stored in a solid state memory device with
a game console. In a mobile application the gaming functionality
and interfaces are a compromise between usability and portability.
With such an adapter a user can play a game which is optimized for
mobile gaming on a TV screen at home, for a more convenient visual
interface than a 6.times.6-cm LCD screen of a mobile gaming
device.
[0005] Wireless game examples are presently only available as
wireless controllers for conventional game consoles to replace a
cable connection to a user input interface by a wireless infrared
or radio connection. This connection is usually a one-way from the
controller to the game console.
[0006] Other examples of mobile game devices that are connected via
a wireless connection are e.g. described in the document WO 93
23125 and in the U.S. Pat. No. 5,618,045. Both documents refer to
portable game devices that can be used for multi-player gaming.
[0007] U.S. Pat. No. 5,618,045 discloses a communication topology,
in which each device communicates with each other device, in an ad
hoc wireless all-to-all broadcast network. By using an all-to-all
wireless all-to-all broadcast network, each of said devices has to
handle the communication to each of the other devices. Therefore,
each of said devices has to provide a considerable amount of its
processing resources for the communication and thus these resources
are not available for the execution of the game itself, reducing
the complexity of the game. It has to be noted that each device
requires more processing power for handling the communication to
the other devices, the higher the number of game devices is that
participate. Thus in the case of two connected game devices the
execution of the game might not suffer significantly from the
handling of the communication messages. However, if e.g. more than
four devices are connected the processor might be overloaded by
handling the communication messages and executing the game. This
overload can obviously disturb the execution of the game itself
what the user may notice by slow done and/or unsteadiness of the
game execution.
[0008] The document WO 93 23125 discloses a mobile game device that
is capable of playing multi-player games using a star topology type
communication architecture. This architecture reduces the
expenditure for providing the communication for all devices, expect
for the one having the master role in the communication. This star
topology eases the data traffic for each of said slave devices at
the expense of the device in the master role. Thus, it may happen
that the master device reaches its computational limits, which may
result in a slowing down of the game execution. Additionally, the
power consumption of the mater device is considerably increased
leading to a shorter playtime and a battery caused limitation of
the maximum playtime for a multi-player game.
[0009] All the above approaches for mobile wireless multi-player
gaming have in common that they are not fully suitable for the use
with mobile terminal devices as the computational load for
providing the communication considerably reduces the game
experience due to low computing/communicating power or low battery
capacity. Therefore, a wireless multi-player gaming
architecture/system is needed to overcome these problems.
[0010] According to a first aspect of the present invention a
method for supporting wireless multi-player gaming at a wireless
multi-player game hub is provided. It is to be noted, that the
expression `wireless` in the context of this specification refers
only to the data connections between the games hub and the game
devices. Thus, the `wireless games hub` may actually comprise e.g.
a power supply cable, or may comprise cable connections to external
display or audio devices. The method of the present invention
comprises at said wireless multi-player game hub setting up
wireless connections to at least two mobile game devices, and
controlling the transfer of game execution data between said at
least two game devices.
[0011] Said setting up of wireless connections, e.g. radio or e.g.
infrared (IR) connections to at least two mobile game devices is
performed by an initialization procedure according to an
initialization protocol. By setting up wireless connections to at
least two devices a wireless network is formed, wherein said
wireless network is a hub-to-all wireless network. In said
hub-to-all network each said connected game device is wirelessly
connected as a slave device in said wireless network. In said
hub-to-all network there are no direct connections between said
game devices. It may be noted that the wireless multi-player game
hub in case of two devices may appear to act as a repeater or as a
relay station that simply receives and retransmits game execution
data, but this is not the case. In fact, the wireless multi-player
game hub device actually serves as a communication controller
coordinating the data flow between more than two respective
devices, so that each of said devices merely needs to communicate
with one device i.e. the hub.
[0012] The wireless multi-player game-hub coordinates the game data
exchange between wirelessly connected mobile gaming devices and
therefore the hub itself actually does not need to know the
contents of said data or their effects in the game. Basically, the
hub itself does not need to interpret the game data and therefore
does not need to have specific information of the game, therefore
the hub does not need to have any game programs loaded. Thus, the
hub needs no user interface (except e.g. for controlling a power
supply), no interface to access mass storage devices and no
processing unit to execute game software.
[0013] In this basic implementation it is assumed that all devices
that are connected to said hub device can access compatible gaming
software. This software may be downloaded from a dedicated game
server or may be provided in form of a pluggable memory module.
[0014] In an example embodiment of said method, said setting up of
a wireless connection comprises sending initialization messages,
receiving identification message and setting up a connection.
[0015] By sending initialization messages, the wireless
multi-player game-hub device searches for game devices, e.g.
following an initialization procedure. The initialization procedure
may be performed according to an initialization protocol used in a
radio or infrared interface. By receiving identification messages
from said game devices said hub device can determine the presence
of fuirther game devices. Having found at least two devices, the
hub can set up connections to said game devices to start the
communication between said game devices. In the initialization
process it may be necessary to determine which kind of game
software is actually present in the game device, whereby it can be
assured that the actually used game hard/software is actually
compatible. The initialization process may be combined with an
authorization step e.g. combined with a user confirmation. By a
confirmation process, it can be assured that only devices being
part of said gaming party can join a running game. Additionally, a
confirmation can increase the reliability of the data transfer, as
faulty recognized devices can not participate in the data
communication.
[0016] In another example embodiment of the present invention said
method further comprises connecting a mass storage and reading data
contained in said mass storage. It may be noted that the mass
storage can be connected directly to the hub device, or indirectly
by a (e.g. wirelessly) connected mobile gaming device.
[0017] The mass storage device can be a removable or
interchangeable mass storage device like MMC (Multi Media Card) or
other kind of flash memory cards that could be read by the mobile
terminal or games hub directly or from the games hub indirectly via
a connection to a mobile terminal.
[0018] The data may be read via a reader interface or a reader
device. The hub device is not necessarily subjected to the
limitations of mobile devices, thus a reader may also comprise e.g.
a CD (Compact Disc) or DVD (Digital Versatile Disc) reader to
access a mass storage device.
[0019] In another example embodiment of the present invention said
read data comprise initialization control data and transfer control
data for performing said connection setup and said game data
transfer. The hub device can receive additional information to
provide an improved data transfer. The initialization control data
and transfer control data for performing said connection setup can
be used to software-configure a wireless mobile game device to
perform the hub procedures. The software may be embodied in a
hardware memory device usually used to store a game. It is possible
to configure a wireless multi-player game device to act as a hub,
when a mass storage is inserted that only comprises communication
procedure data and no game data.
[0020] In another example embodiment of the present invention said
read data comprise game data and said method further comprises
transferring said game data to each of said connected slave devices
via a wireless radio or infrared interface.
[0021] By using this embodiment, the hub can download and forward
game software from one of said connected slave devices to the other
connected slave devices. That is, when playing games with a reduced
complexity such as `Tetris` the whole software may be transferred
via said wireless connection from one of the connected game device
to the others. A game software transfer can be used to play a game
in a multi-player version without the need to actually equip each
of said devices with a mass storage having stored the game
software. In case of very complex games this is rather improbable,
as the transfer time for a software transfer increases with the
number of connected devices and the software complexity. It is also
possible to read and forward game software from the hub device to
the other connected slave gaming-devices.
[0022] In another example embodiment of the present invention said
method further comprises generating a video/audio output according
to said game data from said connected mass storage and according to
said transferred game execution data. Mobile gaming devices such as
e.g. Nokia N-Gage.TM. will always be optimized for portability
reasons to be small and pocketable. A non-mobile home hub does not
have this limitation and can therefore provide means to accommodate
cheap mass storage means such as CD or DVD and furthermore
connections to fit in home equipment. To allow the portable gaming
device to access storage means or interfaces that are not space
optimized (e.g. TV or home stereo connectors) a wireless games hub
could provide a link of mobile to non-mobile electronic
applications. Depending on the processing power of said mobile game
device and of said hub, it can be estimated that the user interface
may not reach the visual quality of a proprietary home game
console. The hub can be provided with a game specific video
enhancing software to be able to provide a TV suitable video
interface. That is, the game is still executed at the mobile
devices, but the hub can provide a video output signal adapted to
fit the requirements of a large screen, i.e. a higher
resolution.
[0023] In another example embodiment said method further comprises
executing said game data received from said connected mass storage
according to said transferred game execution data. By executing
game data, the hub device can provide an additional output
interface having e.g. a panorama view of a game scenery or a map
like diagram. Another application resides in the possibility to use
said mobile wireless gaming devices as controllers for a game
actually running at said hub device.
[0024] In yet another example embodiment of the present invention
said setting up of a wireless connection and said transferring of
game execution data is performed according to a Bluetooth protocol.
In yet another example embodiment of the present invention said
setting up of a wireless connection and said transferring of game
execution data is performed according to a wireless local area
Network (WLAN) protocol.
[0025] By using W-LAN and Bluetooth, the present invention can be
implemented without the need to develop wireless interfaces or even
new data exchange protocols.
[0026] According to another aspect of the present invention a
method for operation a game system comprising a hub and mobile
gaming devices is provided. Said method comprises the hub-based
procedures of the preceding specification. Additionally, the method
comprises receiving a user input at said mobile gaming devices,
executing a game software according to said received user input,
generating game execution data to be transferred to other mobile
gaming devices, and transferring said data to said hub via a
wireless connection. The method further comprises receiving game
execution data from other mobile gaming devices via said hub and
executing said game software according to said received game
execution data. The method can also comprise the exchange of
initialization data, identification data and game data between said
mobile gaming devices and said wireless game hub. The expression
`wireless merely relates to wireless connections between hub and
mobile gaming devices. The `wireless game hub` actually may
comprise e.g. a power supply cable or a video/audio-out cable or
connector.
[0027] According to yet another aspect of the invention, a software
tool is provided comprising program code means for carrying out the
method of the preceding description when said program product is
run on a computer or a network device.
[0028] According to another aspect of the present invention, a
computer program product is provided that is downloadable from a
server for carrying out the method of the preceding description,
which comprises program code means for performing all of the steps
of the preceding methods when said program is run on a computer or
a network device.
[0029] According to yet another aspect of the invention, a computer
program product is provided comprising program code means stored on
a computer readable medium for carrying out the methods of the
preceding description, when said program product is run on a
computer or a network device. This can be embodied e.g. as a mass
storage device for the use in a wireless mobile game device,
comprising only an initialization engine and a game communication
control engine. When inserting such a mass storage in conventional
wireless multi-player game device, it can be configured to act as a
hub only, without the ability to simultaneously execute game
software.
[0030] According to another aspect of the present invention a
computer data signal is provided. The computer data signal is
embodied in a carrier wave and represents a program that makes the
computer perform the steps of the method contained in the preceding
description, when said computer program is run on a computer, or a
network device.
[0031] According to another aspect of the present invention a
wireless multi-player gaming hub is provided. Said multi-player
game hub comprises a wireless interface, an initialization engine
and a game communication control engine.
[0032] Said wireless (e.g. radio or IR) interface is adapted to
simultaneously provide a connection to at least two mobile wireless
gaming devices. Said wireless interface is connected to said
initialization engine in a way such that said initialization can
perform initialization procedures to subsequently contact at least
two mobile wireless gaming devices. The initialization engine uses
a star-type communication topology wherein said hub is always set
as the master of the local wireless network and wherein each
connected mobile wireless gaming device is logged in said network
as a slave device.
[0033] The initialization engine alone may be implemented
analogously as disclosed e.g. in WO 93 23125 and the game
communication control engine alone can be embodied analogously to
the document U.S. Pat. No. 5,618,045.
[0034] Currently, game servers are only dedicated to one specific
game and have to include both game logic as well as communication
protocol and thus are not flexible and need
installation/de-installation for each game. In contrast to the
state of the art, the present invention proposes a general-purpose
multiparty game hub, which takes over the communication task
between the different gaming devices, to reduce the communication
expense for each of said devices to a single connection to a game
hub. With other words, the basic idea of this invention is based on
separating the game logic from game data and communication
management in case of multiparty games. According to the invention
all gaming devices actively participating in a multi-player game
are relieved from the task to manage the communication between the
devices.
[0035] According to an embodiment of the present invention, said
wireless multi-player game hub further comprises a processing unit
and an interface for a mass storage, wherein said processing unit
is connected to said mass storage interface and to said wireless
interface. Thus, the game hub can read e.g. game software and
transfer the software via a wireless interface to wirelessly
connected mobile game devices. The extended ability of the game hub
can also be described as a game server, and therefore in the
following the expression `game hub` is used for a communication
device and `game server` is used for a game hub with the ability to
execute game software. If the mass storage interface is compatible
with mass storage devices used in said wireless mobile game
devices, it may be sufficient to use a single mass storage device
in said hub to transfer a game software to said devises. Thus, a
single mass storage device containing a game can be sufficient to
provide multi-player gaming capability to all connected game
devices.
[0036] In yet another additional example embodiment of the present
invention, said wireless multi-player game hub/server, further
comprises a display controller and a display interface, wherein
said display controller is connected to said display interface and
to said processing unit. A display or video controller enables the
hub to connect to home entertainment devices such as TV- or stereo
sets. In a mobile application the gaming functionality and
interfaces are a compromise between usability and portability. When
playing the device at home, said hub could overcome the
disadvantages caused by the portability restriction similar to a
docking station of a laptop. To keep it most convenient, this is
implemented wirelessly.
[0037] In another example embodiment of the present invention said
wireless multi-player game hub further comprises a user interface.
As already stated above, a wireless multi-player game device can be
configured to act as a mobile wireless multi-player game hub. This
mobile wireless game hub may be battery-operated to be fully
mobile. The mobile wireless game hub can be based on a wireless
multi-player game device, which is provided with a user interface
and thus the mobile wireless game hub can also comprise a user
interface. The user interface can be used to perform identification
and authorization procedures. It may also help to change the
settings for a connected TV screen, which may be operated at 50 Hz,
60 Hz or even 100 Hz. Computer monitors provide even more different
possible display parameters, which may be selected via said user
interface.
[0038] In another example embodiment of the present invention, said
wireless multi-player game hub further comprises a desktop charger
unit. The desktop charger unit is provided to insert a wireless
game device to be charged into said hub to connect it to a power
source in said hub. The charger unit of said hub device can provide
a `docking station` for said mobile terminal device providing a
combined charger stand and multi-player hub. It is also possible to
provide the desktop charger with more than one charger stands. The
hub device can comprise 2, 3 or even more than 3 device charger
stands or slots to enable a simultaneous multi-player charging for
e.g. more than one family member.
[0039] The mechanic and electric interface provided by the desktop
charger of said hub can also provide an electric data interface for
transferring data. Thus, a user can be enabled to place the mobile
gaming device on/into said hub and press a key to
authenticate/authorize said device for game playing. It is also
possible to provide the desktop charger interface with additional
contacts to enable the hub device to access data stored e.g. in a
mass storage plugged into said mobile game terminal inserted in
said desktop charger interface. This provides an easy and fast
access to game software stored in said mass storage. This feature
can also be used to transfer game data from one device to another,
by slotting the first device into the charger, activating a game
data/software mirroring to an internal memory of said hub device.
The stored game data/software can then be loaded to a next mobile
game device by slotting it into said charger stand and uploading
said software/data.
[0040] In yet another example embodiment said wireless multi-player
game hub further comprises a modem. A modem can be provided for
accessing the Internet for surfing via said modem and a Bluetooth
connection to the wireless multi-player game device. If the device
is also provided with a display controller and a video output, user
may use his wireless multi-player game device as an input device
for surfing the internet and a connected display/TV-screen for
displaying selected internet pages. The hub can also comprise a
memory, enabling said hub to download game software for the use in
multi-player gaming.
[0041] In yet another example embodiment said wireless multi-player
game hub is implemented in a wireless mobile game device. Said
wireless multi-player game hub can be implemented in a way that a
wireless mobile game device comprises an independent wireless
multi-player game hub, wherein a hard wired connection can be
provided between the hub and the game device, to economize an
inter-device radio or IR connection. Said wireless multi-player
game hub can also be implemented as a clip-on or plug-in module for
a wireless mobile game device, enabling a user to carry only one
composed device for experiencing multi-player gaming. Such a
plug-in or clip-on module can be provided with auxiliary power
supply to take higher power consumption into account. Said wireless
game device can also comprise a mobile telephone.
[0042] According to just another aspect of the present invention a
wireless multi-player game system is provided. Said wireless
multi-player game system comprises a multi-player game hub
according to the preceding specification and wireless mobile game
devices. Said wireless mobile game devices are connectable to said
hub via a wireless communication links, wherein said hub is in the
master role of said links and said mobile game devices are each in
a slave role of said links. Said devices are provided to execute
game software and communicate game execution data via said
connected hub.
[0043] In the following, the invention will be described in detail
by referring to the enclosed drawings in which:
[0044] FIG. 1 shows a conventional wireless multi-player network
architecture,
[0045] FIG. 2A shows a wireless multi-player network architecture
according to one embodiment of the present invention,
[0046] FIG. 2B shows the wireless multi-player network architecture
of FIG. 2A provided with a wireless multi-player game device in a
hub role,
[0047] FIG. 3 shows another wireless multi-player network
architecture according to an embodiment of the present
invention,
[0048] FIG. 4 shows a basic embodiment of a wireless multi-player
game hub according to an embodiment of the present invention,
[0049] FIG. 5 shows another embodiment of a wireless multi-player
game hub/server according to another embodiment of the present
invention,
[0050] FIG. 6 shows a flowchart of a method for supporting wireless
multi-player gaming at a wireless multi-player game hub.
[0051] Generally, server based multiparty games need a central
server including the main game application, the predefined data
exchange protocol used for data exchange between different game
clients running on devices of the game participants. The client
server can run either on mobile devices such as mobile game
consoles, or on stationary devices like personal computers or home
game consoles. In all current cases the server has to know exactly
about the game logic and communication protocol. This kind of
knowledge are either hard coded inside the software modules of
server or stored on the mass memory storage (like e.g. hard disc
drives) of the server machine. Accordingly, the actual needed
software modules of the game server have to be pre-installed on the
server machine. This is of course beneficial in case of complex
wide area network based multiparty games servers, where the games
include a very complex logic and/or the number of the game
attendees to be served during playing the games are considerably
large (e.g. more than 8) and accordingly the communication protocol
are very complex. In such use cases the pre-installation of the
game logic on a powerful game server machine is very useful,
because on the one hand the game participants can start to play
game almost immediately without --performing a long installation
procedure--every time they want play a round. The powerful server
machine on the other hand takes care about the communication
management between client devices, so that the client devices do
not have to spend a considerable amount of their computational
power for communication management. The computational performance
of the client devices can rather be used for implementing more
complex audiovisual experience of the game content itself.
[0052] However, the problem in such configuration is the fact that
the game has to be pre-installed on a server machine and actually
for each game a dedicated server is needed. Such server machines
are normally stationary and not very flexible in usage. If a new
game should be supported on a server machine, the new game has to
be installed and depending on the memory capacity of the server
machine. It is sometimes necessary to de-install other software
modules or games to release more memory for new games, which needs
a relatively long period of time for performing the installation
and de-installation procedure. The current game servers are only
dedicated to one specific game and have to include both game logic
as well as communication protocol. They are not flexible and need
installation/de-installation for each game. Besides, in multiparty
games that are based on a local network one or all of the wireless
multi-player game devices have to act as a game server.
[0053] FIG. 1 depicts a wireless multi-player game network
comprising wireless multi-player game devices 40, 42' and 42''. The
wireless multi-player game devices are connected via a wireless
radio connection 44. Each of said devices are provided with a mass
storage 46, to provide the game logic software to each of said
devices 40-42''. In FIG. 1 the wireless multi-player game device 40
acts as a game server, accordingly this device has to reserve
considerable amount of its performance for communication
monitoring. Accordingly, the user game experience of this wireless
multi-player game device 40 will suffer from that. An increased
communication load does not affect the other devices 42 to 42''. To
prevent that the wireless multi-player game device 40 or its player
has a disadvantage in regard to the other devices/players, a convoy
principle can be used, wherein the device with the slowest game
execution determines the game execution speed of all connected
wireless multi-player game devices. This results in a reduced game
experience to all players. Thus, in conventional multi-player
gaming with wireless multi-player game devices, the complexity or
the execution speed of the games is limited by capabilities of the
wireless multi-player game device acting as game server. FIGS. 2A
and 2B show a wireless multi-player network architecture according
to embodiments of the present invention. In FIG. 2A, the proposed
network of this invention offers a possibility to have a
general-purpose multiparty game server. The current invention
proposes a generic wireless multi-player game server 50 for
wireless multi-player games, which controls only the communication
between client devices but does not take care about the game logic
itself. The wireless multi-player game server 50 can be operated as
a wireless multi-player game hub, capable of providing solely the
communication between a number of wireless multi-player game
devices 42 to 42'''.
[0054] The game logic 46 will be implemented (e.g. as a mass
storage) on each wireless multi-player game device 42 to 42''' and
each client software presents the game state of all participants
depending on the status data of the game participants distributed
through the generic wireless multi-player game server 50.
[0055] With other words, the basic idea of this invention is based
on separating the game logic from game data and communication
management in case of multiparty games. The generic wireless game
server 50 will only take care about the communication management as
well as service discovery and game participant management. Besides,
the generic game server is not limited to a specific (pre-defined)
communication scheme. Accordingly, it is neither limited to one
dedicated game, nor to a certain genre of games.
[0056] The main assumption for FIG. 2A is that each involved mobile
game device has a removable mass memory medium (such as a multi
media card (MMC)) including the actual game data and engine. But
the generic wireless multi-player game server 50 does not have
necessarily any means to read a removable mass memory medium. The
generic wireless game server 50 includes two intelligent engines
namely the initialization engine and a game communication control
engine.
[0057] The initialization engine is based on a pre-defined
protocol. If a user wants to start a multiparty game using the
generic wireless multi-player game server 50, one of the game
participants has to connect its mobile wireless game device
42-42''' to the generic wireless multi-player game server 50 and
send the needed game data to the game server. The data exchange
will be based on a pre-defined protocol e.g. a text-based mark-up
language.
[0058] The game data that are sent to generic game server 50 will
deal with the user interface-application and possible game options
such as maximum number of game devices 42-42''', supported levels
and configuration etc. The sent game data will deal also with game
specific events and states that can occur while playing the game.
The game events reflect the game input created by game participants
and the game states reflect the situation dependent events such as
game over, achieved next level, etc.
[0059] After finishing the initialization the server 50 is ready to
serve a group 42-42''' that want to play a round together. The game
participants 42-42''' will register themselves to the game server
50 using the wireless connection for a game round and start playing
game. Thereafter, the generic game server 50 is responsible to hold
up the game service. It receives the input events and game events
from each game participants 42-42''' and transmits them to the
other participants 42-42''' periodically (e.g. up to 50 times per
seconds). Each mobile wireless multi-player game device 42-42'''
involved in game receives an updated data packet from generic game
server 50 periodically. This data packet includes the input events
and game state of all involved parties in the game. Accordingly the
game engines implemented on the mobile wireless multi-player game
devices 42-42''', which include the actual game logic, update the
game situation by presenting the audiovisual signals (display frame
and audio game signals) depending on the received data.
[0060] In FIG. 2A the generic wireless game server 50 provides only
the communication between the wireless multi-player game devices.
The server can be implemented by using components from wireless
multi-player game devices.
[0061] FIG. 2B shows the wireless multi-player network architecture
of FIG. 2A, wherein the wireless hub is provided by a wireless
multi-player game device in the hub role. In FIG. 2B a wireless
multi-player game device in the hub role 52 replaces the generic
wireless game server 50 of FIG. 2A. The wireless multi-player game
device in the hub role 52 provides only the communication between
the wireless multi-player game devices. In contrast to the
architecture disclosed in FIG. 2A, only one type of game devices is
used. There is no proprietary hub device required, thus eliminating
the production and development costs for the hub device. Similar to
FIG. 1 the network architecture of FIG. 2B is provided for four
participating players. In contrast to the architecture of FIG. 1
five instead of only four wireless multi-player game devices are
required.
[0062] This may be implemented by using a wireless multi-player
game device that is provided e.g. with a mass storage comprising
only a software to configure a wireless multi-player game device to
act as a wireless multi-player game server 50 of FIG. 2A. The
physical prerequisites are already provided in a wireless
multi-player game device, and the communication control only
software can be provided e.g. stored in a mass storage module. In
this case the wireless multi-player game system comprises five
wireless multi-player game devices, wherein four 42-42''' actively
execute game software and interact with playing users and one
executes wireless multi-player game server software. This includes
that one conventional multi player game device 54 and the multi
player game devices 42 to 42''' are the same from the hardware
point of view.
[0063] Similar to FIG. 2A the game logic 46 can be implemented
(e.g. as a mass storage) on each wireless multi-player game device
42 to 42'''. The generic wireless multi-player game device in the
hub role 52 only takes care of the communication management as well
as service discovery and game participant management. The wireless
multi-player game device in the hub role 52 can not be used to
participate in the multi-player game, which is indicated by the
crosses 54 over the user input interfaces of the wireless
multi-player game device in the hub role 52. Although this terminal
can not be used as an active game member, the game scenario can be
displayed on this device, which would e.g. enable to have one
passive game observer acting as a judge.
[0064] Besides, the wireless multi-player game device in the hub
role 52 is not limited to a specific (pre-defined) communication
scheme, a dedicated game, or to a certain genre of games.
[0065] The wireless multi-player game device in the hub role 52
includes two intelligent engines namely the initialization engine
and a game communication control engine, such as the generic
multi-player game server 50 of FIG. 2A. The game execution and the
data exchange protocols can be implemented similarly as in FIG.
2A.
[0066] FIG. 3 shows another wireless multi-player network
architecture according to another embodiment of the present
invention. In FIG. 3 wireless multi-player game server 52 acts as
communication manager as well as games logic distributor.
[0067] The main assumption in this case is the fact that the
wireless multi-player game server 52 is equipped with a removable
mass memory 48 including the game data and logic. The wireless
multi-player game device 42-42''' do not necessarily have means to
read such mass memory medium.
[0068] In FIG. 3 the wireless multi-player game server 52 is
equipped with more intelligence (software complexity). This is
necessary, because it is not only controlling the game execution by
managing the communication between mobile devices, as described in
FIG. 2, but also hosts the actual mass memory medium 48 including
the game logic. In this case game communication data does not have
to be transferred from one of the mobile wireless multi-player game
devices 42-42''' to the server 52. The wireless multi-player game
server 52 has to send the actual game logic to the mobile wireless
multi-player game devices 42-42''', because they do not have the
logic internally. The distribution of the game logic to the mobile
wireless multi-player game devices 42-42''' will also be based on a
pre-defined protocol e.g. a text-based mark-up language.
[0069] The game control engine of the generic wireless game server
52 has the same responsibility as described in FIG. 2. It is
responsible for service discovery and set-up of a multiparty game
round. The persons who like to play have to register themselves to
this engine using wireless connection such as Bluetooth (BT) or
wireless local area network (W-LAN). After this step, the wireless
multi-player game server 52 will send the actual game logic
retrieved from the mass storage 48 to the involved devices. The
wireless multi-player game devices 42-42''' send an acknowledgement
back to the server 52 as soon as they received the game logic
completely. Thereafter, the actual game will start and the generic
game server 52 will take care about the game communication
management as described in FIG. 2. It receives the input events and
game events from each game participants and broadcast them to other
participants periodically (e.g. up to 50 times per seconds). Each
mobile wireless multi-player game device 42-42''' involved in game
receives an update data packet from generic game server 52
periodically. This data packets include the input events and game
states of all involved parties in game. Accordingly, the game
engine on the mobile game console, which includes the actual game
logic, updates the game situation by presenting the audiovisual
signals (display frame and audio game signals) depending on the
received data.
[0070] In both cases in FIGS. 2 and 3, the server 50, 52 can be
implemented as a stand-alone device with integrated BT and/or W-LAN
capability. The main functionality of the generic game server
is--as mentioned before--the control and the execution of the
communication and data exchange.
[0071] The generic game server 50,52 controls also presence/absence
of game participants during the game play. If one game participant
wants to leave or to join the game party, it has to send a signal
from the wireless multi-player game device 42-42''' to the generic
game server 50,52 indicating the intention of leaving/joining
from/to game party.
[0072] FIG. 4 shows a basic embodiment of a wireless multi-player
game hub according to an embodiment of the present invention. In
FIG. 4 the generic wireless game hub 2 is embodied as a game
communication controller. In FIG. 4 the game communication server
simply acts as data transfer provider, therefore the term `hub` is
used to underline the mainly communicative implementation of the
wireless multi-player game server.
[0073] The implementation is based on two parts. A stand-alone
wireless multi-player game hub 2 requires enough computational
power as well as a memory (not shown). The hub device 2 is equipped
at least with one wireless connection means like BT or W-LAN. The
hub 2 is equipped with an initialization engine 8 and a
communication engine 9 for exchanging of game communication data in
a pre-defined manner. Both engines require a data exchange
protocol. Both engines are connected to a transceiver 4 provided
with an antenna 6.
[0074] This could be implemented in a generic way using e.g. a
text-based mark-up language. The protocol design can be optimized
with respect to load time (required time for initialization) by
using a binary protocol.
[0075] If a Bluetooth connection is used it needs to be considered
that a Bluetooth piconet can support up to 8 Bluetooth devices
connected to each other. If for example two Bluetooth modules are
implemented in a games hub 50, both Bluetooth modules could take a
masters role in two piconets which are connected to a Bluetooth
scatternet. This enables to connect 14 wireless mobile game devices
to the games hub 50 without any disturbance of the game execution
itself from the coordination of game execution data.
[0076] The protocol has to be known to the game developer, who
wants to develop multiparty games using the generic game server.
For this purpose an application protocol interface (API) set
reflecting the needed functionality can be prepared and implemented
as a dynamic load library. This library can be provided to the game
developers for further usage. The library should at least cover
functionality to communicate following information to the generic
game server such as a maximum number of attendees, a number of
events, a list of available events, user interface options,
available game states and levels and a basic exceptional handling
in case of communication error.
[0077] FIG. 5 shows another embodiment of a wireless multi-player
game server 2 according to another embodiment of the present
invention. In FIG. 5 the generic wireless game server 2 comprises a
communication controller as well as a game logic distributor. In
FIG. 5 the generic game server is be equipped with more
computational power. The game server 2 works not only as
communication server but can also be the only device in the local
network equipped with a removable mass memory medium 22 including
the actual game logic. In FIG. 5 the game server 2 is a stand-alone
device equipped with the required internal memory and computational
power.
[0078] Also in this case the server 2 requires a wireless
connection means such as BT or W-LAN this is provided by a
transceiver 4 connected to an antenna 6. The server will be based
on two software engines. The connection control engine or
initialization engine 8 is responsible for dealing with game
service discovery as well as monitoring of the availability of the
connected devices while playing game. The server 2 is also equipped
with a game control engine 10, monitoring the game flow during
playing game. It is also responsible for managing the game
communication, namely collecting the input events of all devices
involved in multiparty game and super distribution of these events
so that every device get periodically a synchronization data packet
including all events generated by involved devices.
[0079] The software engine 10 is responsible for super-distribution
of the game logic to the involved mobile gaming devices in a game
party. For this purpose a pre-defined communication protocol based
on a mark-up language (similar to FIG. 4) can be used.
[0080] The wireless multi-player game server 2 can be linked to
wireless multi-player game devices 42-42''' via a Bluetooth module
4. The wireless multi-player game server 2 can comprise controllers
16 and connectors for multiple stationary devices such as TV-out,
stereo audio line out, Ethernet and LAN.
[0081] The wireless multi-player game server 2 can comprise an
interface 14 for a mass storage device 22 such as a MMC slot and/or
a CD/DVD-R/RW drive. The wireless multi-player game server 2
comprises a central processing unit (CPU) 12 and an internal RAM
(not depicted).
[0082] The wireless multi-player game server 2 does not require a
built in user interface. The game server 2 can be controlled from a
user via a wireless connection via at least one of the connected
wireless multi-player game devices.
[0083] The games content can be transferred from the wireless
multi-player game server 2 to the wireless multi-player game
devices and vice versa. Audio and control signals can be
transferred over Bluetooth from wireless multi-player game devices
to the wireless multi-player game server 2. The game server 2 has a
processing unit 12 to run a mirror implementation of the game
software.
[0084] The wireless multi-player game server can be implemented
also in a way that the wireless multi-player game devices just
transfer the key-control wirelessly to the multi-player game server
and the whole game is run on the server. In case of a multi-player
game, the game server needs to run server software to combine the
different screens.
[0085] A special rights management system can be implemented to
allow both processors (in the server and in the game devices) to
run with the same game mass storage.
[0086] The wireless multi-player game server 2 can be implemented
as a wireless (Bluetooth or WLAN) station that serves with CD/DVD
R/RW storage means and I/O connectors. The wireless multi-player
game server can be used to serve the following usage scenarios:
[0087] The server can play a game/or demo from an inserted CD/DVD.
[0088] The server can backup/store games from a mobile wireless
multi-player game device. [0089] The server can be connected to
more powerful user interface elements such as a TV set or home
stereo sets, to achieve a richer gaming experience when used at
home. [0090] The server can display competition screens of in a
multi-player game session.
[0091] The wireless multi-player game server allows the users to
use the same physical mobile wireless game devices and game
contents in a mobile and a stationary environment. This is a
benefit from investment point of view and from learning different
devices.
[0092] The depicted wireless multi-player game server further
comprises a modem 20. The modem 20 can provide a connection 26 for
accessing the Internet for surfing via said modem and a wireless
connection to a connected mobile multi-player game device.
[0093] The depicted wireless multi-player game server 2 further
comprises a desktop charger unit 18. The desktop charger unit 18 is
provided to charge mobile multi-player game devices that are
connected to said wireless multi-player game server 2. The charger
unit 18 can be provided as a `docking station` for said mobile
terminal device providing a combined charger stand and multi-player
server. It is also possible that the desktop charger unit 18 is
connected to the processor unit 12 to perform computer-controlled
charging for high performance rechargeable batteries. For the sake
of clarity a power supply is not depicted in FIGS. 4 and 5.
[0094] FIG. 6 shows a flowchart of a method for supporting wireless
multi-player gaming at a wireless multi-player game server. The
method comprises at the server the setting up of wireless (e.g.
radio or IR) connections to at least one mobile game device by
performing an initialization procedure according to an
initialization protocol. The initialization procedure comprises a
device discovery procedure 30 followed by the initialization
itself. In the discovery procedure a device is detected via an air
interface and a preliminary data exchange is performed to
determine, if said device is actually game device. During the
initialization procedure 32 device and game communication data are
exchanged to prepare the game data exchange. During the
initialization procedure a server-to-all wireless network is
formed, wherein each said connected game device is wirelessly
connected as a slave device. That is the server device is in the
master role and controls the communication between all connected
devices. This assumes that at least two devices are actually
connected to the server device.
[0095] If at least two devices are connected and a multi-player
game is started, the server device controls 34 the transfer of game
execution data between said at least two game devices. In case of
two connected mobile game devices the gain in the performance
compared to a standard procedure in which a device simultaneously
executes the game software and the communication is relatively
small. However in case of e.g. 7 connected mobile game devices the
execution of the communication requires a considerable amount of
processing power that would otherwise not be available for
executing the game.
[0096] The present invention can provide the following advantages:
[0097] Fast access to new games is enabled, as new games do not
need to be installed on the game communication server. [0098] The
use of wireless local networks such as Bluetooth-based or
W-LAN-based connections reduce the run-time cost for gamers, as
they do not have to pay for the airtime. [0099] A better
exploitation of the computational capabilities of the mobile game
devices is achieved, since the generic game server takes the load
of communication and cares about the communication during the game
play. [0100] The invention can be implemented without standard
changes, when just BT, auxiliary video (AV) and Serial Port
profiles are applied. [0101] Additionally, other mobile enhancement
manufacturers can provide compatible devices.
[0102] These advantages can be provided by a single additional
dedicated server hardware.
[0103] This application contains the description of implementations
and embodiments of the present invention with the help of examples.
It will be appreciated by a person skilled in the art that the
present invention is not restricted to details of the embodiments
presented above and that the invention can also be implemented in
another form without deviating from the characteristics of the
invention. The embodiments presented above should be considered
illustrative, but not restricting. Thus the possibilities of
implementing and using the invention are only restricted by the
enclosed claims. Consequently various options of implementing the
invention as determined by the claims, including equivalent
implementations, also belong to the scope of the invention.
* * * * *