U.S. patent application number 11/404402 was filed with the patent office on 2007-10-11 for system and method for entertainment game.
Invention is credited to Marios Anapliotis, Eleni Lialiamou, Spyridon Pachnis.
Application Number | 20070239823 11/404402 |
Document ID | / |
Family ID | 34982527 |
Filed Date | 2007-10-11 |
United States Patent
Application |
20070239823 |
Kind Code |
A9 |
Pachnis; Spyridon ; et
al. |
October 11, 2007 |
System and method for entertainment game
Abstract
A communication system for use in entertainment games comprises
a server accessible by a plurality of game users via a mobile
communications network. The server is configured to request the
availability of first data, preferably correlated to money, from
game users and facilitates real-time communication between users.
The server allows a user to correlate its first data to the result
of a comparison made during game play and is configured to
automatically compare second data entered by users to determine the
result. Preferably, the second data is dependent on and/or affected
by the physical and/or intellectual skill of the user. The result
may also be affected by random parameters, communicated to the
users as instant tickets prior to the start of game play. Based on
the result, the server automatically distributes the first data to
users according to the result and the correlation of the first data
to the result.
Inventors: |
Pachnis; Spyridon; (Athens,
GR) ; Lialiamou; Eleni; (Piraeus, GR) ;
Anapliotis; Marios; (Piraeus, GR) |
Correspondence
Address: |
WHITE & CASE LLP;PATENT DEPARTMENT
1155 AVENUE OF THE AMERICAS
NEW YORK
NY
10036
US
|
Prior
Publication: |
|
Document Identifier |
Publication Date |
|
US 20060253528 A1 |
November 9, 2006 |
|
|
Family ID: |
34982527 |
Appl. No.: |
11/404402 |
Filed: |
April 13, 2006 |
Current U.S.
Class: |
709/203 |
Current CPC
Class: |
A63F 2300/406 20130101;
H04L 69/329 20130101; A63F 13/12 20130101; G06Q 10/10 20130101;
H04L 67/08 20130101; H04L 67/12 20130101; A63F 2300/407 20130101;
A63F 2300/50 20130101; A63F 13/35 20140902; G07F 17/3223 20130101;
A63F 13/80 20140902; H04L 67/306 20130101; H04L 67/26 20130101 |
Class at
Publication: |
709/203 |
International
Class: |
G06F 15/16 20060101
G06F015/16 |
Foreign Application Data
Date |
Code |
Application Number |
Apr 14, 2005 |
EP |
EP 05386008.6 |
Claims
1-9. (canceled)
10. A communication system for use in entertainment games
comprising: a server accessible via a communications network by a
plurality of users; a platform program accessible by the plurality
of users and configured to request availability of first data from
at least one first user of the plurality of users and programmed to
allow communication among the plurality of users in real-time; a
correlation program accessible by the plurality of users and
configured to allow the at least one first user of the plurality of
users to correlate the first data to a result of a comparison; a
comparison program configured to automatically compare second data
entered by the at least one first user of the plurality of users to
second data entered by at least one second user of the plurality of
users and to determine the result of the comparison; and an
evaluation program configured to automatically distribute the first
data to the plurality of users according to the result of the
comparison and according to the correlation of the first data to
the result of the comparison.
11. The communication system of claim 10 wherein the communications
network comprises a mobile communications network.
12. The communication system of claim 10 wherein the communications
network comprises the internet.
13. The communication system of claim 10 wherein the communications
network comprises a local area network.
14. The communication system of claim 10 wherein the at least one
first user of the plurality of users accesses the communications
network via a mobile device.
15. The communication system of claim 10 wherein the second data
entered by the at least one first user of the plurality of users
comprises personal information corresponding to the at least one
first user of the plurality of users and the second data entered by
the at least one second user of the plurality of users comprises
personal information corresponding to the at least one second user
of the plurality of users.
16. The communication system of claim 10 wherein the second data
entered by the at least one first user of the plurality of users
and the second data entered by the at least one first user of the
plurality of users comprises information corresponding to an object
of the comparison.
17. The communication system of claim 10 wherein the first data
comprises personal information corresponding to the at least one
first user of the plurality of users.
18. The communication system of claim 10 wherein the first data
comprises a correlation to money.
19. The communication system of claim 10 wherein the comparison of
the second data entered by the at least one first user of the
plurality of users to the second data entered by the at least one
second user of the plurality of users is performed with a computer
by directly comparing an intermediate result.
20. The communication system of claim 10 wherein the comparison of
the second data entered by the at least one first user of the
plurality of users to the second data entered by the at least one
second user of the plurality of users is performed with a computer
by indirectly comparing an intermediate result.
21. The communication system of claim 10 wherein the comparison of
the second data entered by the at least one first user of the
plurality of users to the second data entered by the at least one
second user of the plurality of users is performed by comparing the
outcome of an entertainment game, the outcome being a product of
the second data entered by the at least one first user of the
plurality of users and the second data entered by the at least one
second user of the plurality of users.
22. The communication system of claim 21 wherein the second data
entered by the at least one first user of the plurality of users
comprises at least one steering signal entered by the at least one
first user of the plurality of users via at least one first input
device and the second data entered by the at least one second user
of the plurality of users comprises at least one steering signal
entered by the at least one second user of the plurality of users
via at least one second input device.
23. The communication system of claim 22 wherein the at least one
first input device comprises a joystick.
24. The communication system of claim 22 wherein the at least one
second input device comprises a joystick.
25. The communication system of claim 10 wherein the at least one
first user of the plurality of users and the at least one second
user of the plurality of users enter their respective second data
simultaneously in order to perform a competition.
26. The communication system of claim 10 wherein the first data is
stored in a pre-loaded storage card represented by a personal
code.
27. The communication system of claim 26 wherein the personal code
is a telephone number.
28. The communication system of claim 10 wherein the first data is
stored in an online data bank represented by a personal code.
29. The communication system of claim 28 wherein the personal code
is a telephone number.
30. The communication system of claim 10 wherein the first data is
stored in an online credit account represented by a personal
code.
31. The communication system of claim 30 wherein the personal code
is a telephone number.
32. The communication system of claim 21 wherein the second data
entered by the at least one first user of the plurality of users
corresponds to the skill of the at least one first user of the
plurality of users and the second data entered by the at least one
second user of the plurality of users corresponds to the skill of
the at least one second user of the plurality of users.
33. The communication system of claim 32 wherein the outcome of the
entertainment game is further the product of random parameters
communicated to the at least one first user of the plurality of
users and the at least one second user of the plurality of users
prior to the start of the entertainment game.
34. The communication system of claim 33 wherein the random
parameters are communicated to the at least one first user of the
plurality of users via at least one first instant ticket and the
random parameters are communicated to the at least one second user
of the plurality of users via at least one second instant
ticket.
35. A computer communication method for use in entertainment games
comprising the steps of: receiving at a server via a communications
network, from at least one first user of a plurality of users, at
least one communication signal in real-time and first data, the
first data correlated to a result of a comparison by the at least
one first user of the plurality of users, receiving, at the server
via the communications network, second data from the at least one
first user of the plurality of users and second data from at least
one second user of the plurality of users, automatically comparing
the second data from the at least one first user of the plurality
of users to the second data from the at least one second user of
the plurality of users and determining the result of the comparison
with a first computer program running on the server, and
automatically distributing the first data to the plurality of users
according to the result of the comparison and according to the
correlation of the first data to the result of the comparison, the
distribution performed with a second computer program running on
the server.
36. The computer communication method of claim 35 wherein the
communications network comprises a mobile communications
network.
37. The computer communication method of claim 35 wherein the
communications network comprises the internet.
38. The computer communication method of claim 35 wherein the
communications network comprises a local area network.
39. The computer communication method of claim 35 wherein the at
least one first user of the plurality of users accesses the
communications network via a mobile device.
40. The computer communication method of claim 35 wherein the
second data received from the at least one first user of the
plurality of users comprises personal information corresponding to
the at least one first user of the plurality of users and the
second data received from the at least one second user of the
plurality of users comprises personal information corresponding to
the at least one second user of the plurality of users.
41. The computer communication method of claim 35 wherein the
second data received from the at least one first user of the
plurality of users and the second data received from the at least
one first user of the plurality of users comprises information
corresponding to an object of the comparison.
42. The computer communication method of claim 35 wherein the first
data comprises personal information corresponding to the at least
one first user of the plurality of users.
43. The computer communication method of claim 35 wherein the first
data comprises a correlation to money.
44. The computer communication method of claim 35 wherein the
comparison of the second data entered by the at least one first
user of the plurality of users to the second data entered by the at
least one second user of the plurality of users is performed with a
computer by directly comparing an intermediate result.
45. The computer communication method of claim 35 wherein the
comparison of the second data entered by the at least one first
user of the plurality of users to the second data entered by the at
least one second user of the plurality of users is performed with a
computer by indirectly comparing an intermediate result.
46. The computer communication method of claim 35 wherein the
comparison of the second data entered by the at least one first
user of the plurality of users to the second data entered by the at
least one second user of the plurality of users is performed by
comparing the outcome of an entertainment game, the outcome being a
product of the second data entered by the at least one first user
of the plurality of users and the second data entered by the at
least one second user of the plurality of users.
47. The computer communication method of claim 45 wherein the
second data entered by the at least one first user of the plurality
of users comprises at least one steering signal entered by the at
least one first user of the plurality of users via at least one
first input device and the second data entered by the at least one
second user of the plurality of users comprises at least one
steering signal entered by the at least one second user of the
plurality of users via at least one second input device.
48. The computer communication method of claim 47 wherein the at
least one first input device comprises a joystick.
49. The computer communication method of claim 47 wherein the at
least one second input device comprises a joystick.
50. The computer communication method of claim 35 wherein the at
least one first user of the plurality of users and the at least one
second user of the plurality of users enter their respective second
data simultaneously in order to perform a competition.
51. The computer communication method of claim 35 wherein the first
data is stored in a pre-loaded storage card represented by a
personal code.
52. The computer communication method of claim 51 wherein the
personal code is a telephone number.
53. The computer communication method of claim 35 wherein the first
data is stored in an online data bank represented by a personal
code.
54. The computer communication method of claim 53 wherein the
personal code is a telephone number.
55. The computer communication method of claim 35 wherein the first
data is stored in an online credit account represented by a
personal code.
56. The computer communication method of claim 55 wherein the
personal code is a telephone number.
57. The computer communication method of claim 46 wherein the
second data entered by the at least one first user of the plurality
of users corresponds to the skill of the at least one first user of
the plurality of users and the second data entered by the at least
one second user of the plurality of users corresponds to the skill
of the at least one second user of the plurality of users.
58. The computer communication method of claim 57 wherein the
outcome of the entertainment game is further the product of random
parameters communicated to the at least one first user of the
plurality of users and the at least one second user of the
plurality of users prior to the start of the entertainment
game.
59. The computer communication method of claim 58 wherein the
random parameters are communicated to the at least one first user
of the plurality of users via at least one first instant ticket and
the random parameters are communicated to the at least one second
user of the plurality of users via at least one second instant
ticket.
Description
FIELD OF THE INVENTION
[0001] The present invention relates to a communication server and
to a computer communication method, and in particular, to
performing and administrating a comparison of data in an
entertainment game.
BACKGROUND OF THE INVENTION
[0002] Communication between people has been a main social event
ever since the invention of the telephone eliminated spatial limits
of communication--tremendously enhanced by the subsequent
introduction of the Internet. Whereas communication via telephone
generally continues to be delimited to a person-to-person contact,
technical means for the internet and related networks created
platforms for open communication between groups of people and even
between an almost unlimited number of participants. And in contrast
to the traditional technique of broadcasting (radio, television and
the like), communication through the modern networks works
bi-directionally. One known general tool for technically offering
such multi-partner multi-directional communication is commonly
known as a "chat room".
[0003] To return to a more general, historical level, one main
purpose of communication was and still is of a draw comparison, in
the broad range of meaning of that word. In ancient times, men may
have stepped towards each other saying "my axe is stronger than
yours, beware" whereas in modern times, they may say "my car is
faster than yours" by way of example in a particular technical
context, "energy storage means A is more efficient than energy
storage means B and is thus more appropriate for the energy supply
of your machine being under construction".
[0004] Nowadays, information is available to an extent that is
impossible to be overlooked. This statement may now be a platitude
and a commonplace--but it has a very interesting broader sense of
meaning in the present context: Whereas in former times of
communication information was available from person to person only,
information today is available automatically--as being stored in
whatever kind of data storage means. Availability and accessibility
vary extremely according to respective purposes. But having the
according permission, the initial statement does not mean anything
else but: communication in modern networks is not only possible
multi-directionally, but also involving human beings as well as
machines.
BRIEF DESCRIPTION OF THE INVENTION
[0005] Against this background, the server and method according to
the present invention provide for the automatic performance and
administration of a comparison of data of any sort, of the result
of the comparison and of data correlated to the result by way of a
computer communication server comprising the features of claim 1 or
by way of a computer communication method comprising the features
of claim 2. Preferred embodiments of the invention are disclosed in
the dependent claims.
[0006] It is one aspect of the present invention that a
communication server for automatically performing and
administrating a comparison, its result and data correlated to the
result is connectable to a network. The server of the invention is
accessible via the network by at least two users.
[0007] The server of the invention comprises a platform program
accessible by the users allowing communication between the users.
Preferably, the users enter the platform via the network through
their mobile phones--wherein preferably only one application is
required on the respective mobile phones for easy and immediate
availability at any place. The communication may be performed
either in real time--or stepwise, e.g. addressing communication to
mailboxes of communication partners or even to storage areas of
broader accessibility, somehow like "pin boards" in traditional
communication.
[0008] The platform program of the invention further is programmed
to request availability of certain data ("first data") from the
users, wherein the first data is correlatable to a result of a
comparison of second data. In other words, if for example the
above-mentioned comparison between the efficiency parameters
(second data) of technical devices like the mentioned energy
storages is to be performed, availability of data regarding their
further technical specification (first data: spatial dimensions,
weight, . . . ) is requested.
[0009] The server of the invention further comprises a correlation
program allowing the users to correlate the first data to the
result of a comparison. If in the mentioned example at least one of
the users is an engineer in a research and development team, who
would like to communicate the efficiency of an energy storage,
which he has just developed, via the team intranet, the correlation
program allows him to correlate the mentioned first data (the
technical specification of the storage) to the result of a
comparison of the second data. This is for example first data that
he wishes to forward to his colleagues in case that a comparison
with another energy storage (developed e.g. by another colleague)
results in that his own development is more efficient.
[0010] The server of the invention further comprises a comparison
program, which is programmed to automatically compare second data
entered by the users--e.g. the efficiency parameters of energy
storage A and B developed by two different members of the research
and development team.
[0011] The server of the invention further comprises an evaluation
program that automatically distributes the first data, which had
been correlated to the result of the comparison of the second
data--according to the result of the second data's comparison and
according to the correlation. In our example, the evaluation
program automatically directs and sends the technical specification
data (first data of the more efficient data storage) to the two
developers (and preferably to the other team members as well) if
the respective developer had correlated the first data
accordingly.
[0012] It is a second aspect of the invention that a computer
communication method for automatically administrating a comparison,
its result and data correlated to the result comprises the step
wherein at least two users respectively enter second data into a
program, which then is automatically compared by means of a
program. The method further comprises the step that the users
respectively correlate first data to the result of the comparison
via a network and that the first data is distributed to the users
automatically by means of a program according to the result of the
comparison and according to the correlation.
[0013] Preferably the involved network comprises a mobile phone
network as at least part of the network. Examples of wireless
(mobile) communication networks include, without being limited to
these, GSM (Global System for Mobile communications) or various GSM
based systems (such as GPRS: General Packet Radio Service), AMPS
(American Mobile Phone System), DAMPS (Digital AMPS), WCDMA
(Wideband Code Division Multiple Access) or TD/CDMA in UMTS (Time
Division/Code Division Multiple Access in Universal Mobile
Telecommunications System), IMT 2000 and so on. The network also
may comprise or consist of the already mentioned Internet and/or a
Local Area Net. As mentioned above, it is well preferred to use a
mobile phone network at the users end of the network to enter the
platform program via the mobile phone.
[0014] It is one further optional aspect of the invention that the
users may enter the second data at the same time. In other words,
the comparison is performed in real time in such cases, where this
is appropriate. For example, if the users are playing a video
game--wherein the second data is e.g. steering signals from a
joystick--the users enter these second data simultaneously in order
to perform a competition, which is automatically evaluated
according to the invention. From this example, it may be understood
that the comparison of the second data according to the invention
may be performed indirectly as well--by comparing an intermediate
result produced for example by the video game program affected by
the steering signals. It is further understandable from this
example that the entering of the second data can be dependent on
and/or affected by the physical and/or intellectual skill of the
user. In the context of entertainment games, the result of the
comparison may as well be affected by random parameters, which may
be communicated by a program to the users as "instant tickets" in
advance prior to starting their game. This is also a new concept of
entertainment computer games in general. The player receives an
instant ticket that defines e.g. power, speed and tires of his car
at a formula 1 racing game. Those parameters--e.g. being worse than
those, which his competitor has received with his instant
ticket--affect the result of the race as well as the skill of the
two players does.
[0015] Somehow as a new way of communication, the invention
technically enables the users reliably to get in contact with each
other for what ever kind of comparison of facts, objects,
information, experience, knowledge or--only by way of example for
another possible content of this communication--to play games with
each other, either in real time or even if there is a time gap
between their respective entering of the second data. According to
the invention, this all can be on multi-user platforms and/or in an
around-the-world-distance relationship and provides for reliable
automatic exchange of (the first) data as correlated prior to start
of the comparison.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016] These already mentioned features as well as additional
features of the invention are described in the following by way of
example and without any limitation to the description of the
preferred embodiments as depicted in the attached figures.
[0017] FIG. 1 shows a flow chart comprising the general steps of a
computer communication method according to the invention involving
mobile phones as user access front ends;
[0018] FIG. 2 shows architectural details of the protocol messages
sent between the mobile phones and the server according to FIG. 1;
and
[0019] FIG. 3 schematically shows an overall system architecture
according to the invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0020] The specifically described preferred embodiment of the
invention--and particularly the server therein--is capable of
receiving events in real time from network clients connected to a
"session", e.g. according to FIG. 1. In other words, all
information that is required at one point in time about the "event"
is comprised in one message--for example using protocol stacks
according to FIG. 2. The events are sent in real-time directly to
the server. The events relate to one session, for example (like in
the example further above) to a networked energy storage design
team or to an entertainment game community being online via mobile
phone and/or PC. The events are generated by a number of different
connected network clients, e.g. the designer colleagues or the
members of the game community.
[0021] At this mobile phone communication system, there is no need
for the user to use additional applications, establish additional
network connections or have any prior knowledge of the other users
of the system. Also, no end user personal data (such as MSISDN,
email) needs to be disclosed so as to achieve instant messaging and
offline messaging, but end users are identified by a unique
"nickname".
[0022] Without the invention, mobile phone users would need a
series of different mechanisms and tools to locate the party they
would like to communicate, e.g. use of WAP browser so as to find
other end users based on certain relevant search criteria.
Communication would also require applications like Mobile Instant
Messaging for enabling message exchanges between selected end
users. But amongst other advantages, the invention eliminates the
need of accessing and distributing end user personal data such as
MSISDN or email for locating and addressing users via standard
voice, electronic mail or mobile SMS so as to enable communication
between end users and agree upon the first data. End users would
otherwise also need to have a synchronized set of parameters for
exchanging required information, i.e. exact time/date to start
playing an actual game, initiate multi-user communication session,
provide required authentication information and enter second data
e.g. Furthermore, users would require a mechanism to allow them to
locate additional end users for setting up new first data, and
repeating the previously described process.
[0023] An application "session" according to the invention is an
instance of an application that is started at a given point in
time. Clients join and leave the virtual world, and the application
session is eventually terminated under some predefined conditions.
During the session, the server (Multi-User Node) receives
information (data) from the client units directly, containing all
required information within the protocol stacks of one message
(multi-user protocol message). The server unit stores state
information received from each of the client units. The server also
transmits at least a part of the stored information to the
connected clients. This way, the whole state of an application can
be kept even in one unit of the network. This avoids that each
client needs to store the entire state, and reduces memory and
bandwidth requirement for each client.
[0024] Security and fraud prevention features are very much
preferred to be implemented in the communication system as
well.
[0025] According to FIG. 2, one embodiment of the invention for
communication and gaming via mobile phone comprises client
applications and a server implementing a protocol stack comprising
the following protocol layers: [0026] ILOT Lobby Protocol/ILOT Game
Protocol [0027] ILOT Security Protocol [0028] Multi-User protocol
[0029] TCP protocol [0030] IP protocol
[0031] A protocol stack is a layered set of protocols, which work
together to provide a set of network functions. Each intermediate
protocol layer uses the layer below it to provide a service to the
layer above.
[0032] A protocol layer is the software and/or hardware environment
of two or more communication devices or computers in which a
particular network protocol operates. A network connection may be
thought of as a set of more or less independent protocols, each in
a different layer or level. The lowest layer governs direct
host-to-host communication between the hardware at different hosts;
the highest consists of user application programs. Each layer uses
the layer beneath it and provides a service for the layer above.
Each networking component hardware or software on one host uses
protocols appropriate to its layer to communicate with the
corresponding component (its "peer") on another host. Such layered
protocols are sometimes known as peer-to-peer protocols.
[0033] The advantages of layered protocols is that the methods of
passing information from one layer to another are specified clearly
as part of the protocol suite, and changes within a protocol layer
are prevented from affecting the other layers. This greatly
simplifies the task of designing and maintaining communication
systems.
[0034] Examples of layered protocols are TCP/IP's five layer
protocol stack and the OSI seven layer model.
[0035] The objective of this embodiment is to allow users with
mobile devices to run client applications having a "small
footprint" (namely, the: amount of disk space required by an
application), with single network connection and, through a single
protocol stack with reduced memory and bandwidth requirements to
perform operations for the following functions: chatting between
clients e.g. about entertainment games and their past performance
therein, instant messaging or offline messaging to invite opponent,
matchmaking (to agree on first data), even for example negotiating
a bet amount and registering a peer-to-peer bet (to correlate first
data to the result of the comparison of second data, wherein first
data may even be correlated to money), playing the actual
multi-player game (to enter second data in real time), evaluating
the result including automatic fraud-protected distribution of the
first data (to evaluate and administrate the result of the
comparison of second data)--as well as requesting and thus assuring
the availability of the first data and the integrity of the whole
procedure.
[0036] The client application has small footprint explained above
so as to run on low-end mobile devices. The client application
needs to establish only one data network connection and a minimum
amount of data is sent/received over the single data network
connection.
[0037] FIG. 3 schematically shows an overall system architecture
according to the invention with mandatory components including
Intralot.TM. ("ILOT") Server, a multiplayer gaming infrastructure,
and ILOT Protocols as well as optional system components such as
WEB/WAP Portal Infrastructure allowing users to browse through
their PC/mobile WEB and mobile WAP browsers, as well as messaging
infrastructure allowing for sending SMS and email
notifications.
[0038] As can be seen in FIG. 3, terminals like Mobile, PDA, PCs
are the necessary equipment for the end user so as to be able to
gain access to the ILOT Server. The game client is a piece of
software implementing the necessary game logic and the ILOT
Protocol and running on the terminal device. In addition, the
terminal equipment allows for establishing data network connection
through a fixed or mobile network.
[0039] Terminals can be e.g. any of the following type: [0040]
Mobile devices supporting one or more of the following technologies
(WAP, xHTLM, J2ME, GPRS) [0041] Window compatible PC [0042]
PlayStation2 and Microsoft XBOX console with internet connectivity
[0043] iTV setup box
[0044] According to FIG. 3, WAP Portal Infrastructure on the ILOT
server is responsible for adapting the layout and content to be
presented according to the user device capabilities e.g. screen
size, supported colors.
[0045] According to FIG. 3, WEB Portal Infrastructure on the ILOT
server is responsible for hosting WEB/WAP pages and allowing users
to view those.
[0046] According to FIG. 3, Multiplayer Gaming Infrastructure on
the ILOT server is responsible for communicating with the game
clients and co-coordinating the data exchange between multiple
players participating in the session.
[0047] According to FIG. 3, Messaging Infrastructure on the ILOT
server manages alerts and notifications subscriptions, i.e.
allowing to create alerts/notifications for events generated inside
the system, allowing users to select which alerts/notification they
would like to receive, checking whenever relevant events are
generated to which users they should be send and how.
[0048] According to FIG. 3, the ILOT Server is the "brain" of the
system. It contains all the user data, game configuration data,
gamer communities, services, as well as orchestrates all the
processes to deliver the end user service. The ILOT Server
implements the ILOT protocol and communicates to connected clients
through the Mobile Gaming Infrastructure.
[0049] The following table explains the relations regarding FIG. 3:
TABLE-US-00001 Components Purpose Technology WEB/WAP Portal Infra-
Login and Registration pro- JAVA based APIs structure cedures, --
Download Digital Content, ILOT Server HTTP Access to ILOT Server
Game Client Join/Leave Session Multiuser Protocol -- Send/Receive
Data Multiplayer Gaming Infrastructure Game Client Mobile Lobby
Functionality ILOT Protocol -- (matchmaking, instant mes- ILOT
Server saging, first data negotiation) Multiplayer Gaming Login,
Join/Create Session, Multiplayer Gaming Interface Infrastructure
View Active Sessions -- ILOT Server Messaging Infrastructure Send
Alerts/Notifications to JAVA based APIs -- User(s) ILOT Server
using SMS, email Terminal Allows to browse WEB/WAP HTTP/WAP
protocol -- pages using terminal's WEB/WAP Portal Infra- WEB/WAP
browser on termi- structure nal SMS, Email Allows Messaging
Infrastruc- Different messaging proto- -- ture to massively send
cols Messaging Infrastructure SMS/email to clients using different
proprietary messag- ing protocols.
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