U.S. patent application number 11/982494 was filed with the patent office on 2009-05-07 for system and method for mobile games.
Invention is credited to Alexei Axelevitch, Guy Ben-Artzi, Yehuda Levi, Yotam Shacham.
Application Number | 20090118016 11/982494 |
Document ID | / |
Family ID | 40588664 |
Filed Date | 2009-05-07 |
United States Patent
Application |
20090118016 |
Kind Code |
A1 |
Ben-Artzi; Guy ; et
al. |
May 7, 2009 |
System and method for mobile games
Abstract
A method for seamlessly transitioning communication and control
between a user and a real-time online activity from a first user
device to a second user device is disclosed. The method includes
establishing a communication link via a network between the first
user device and the activity for controlling the user's
participation in the activity, creating a communication link via
the network between the second user device and the activity,
validating the second user device, transferring control of the
user's participation in the activity to the validated second user
device, and terminating the communication link between the first
user device and the real-time online activity.
Inventors: |
Ben-Artzi; Guy; (Palo Alto,
CA) ; Axelevitch; Alexei; (Tel-Aviv, IL) ;
Shacham; Yotam; (Tel-Aviv, IL) ; Levi; Yehuda;
(Tel-Aviv, IL) |
Correspondence
Address: |
CARR & FERRELL LLP
2200 GENG ROAD
PALO ALTO
CA
94303
US
|
Family ID: |
40588664 |
Appl. No.: |
11/982494 |
Filed: |
November 1, 2007 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/32 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for seamlessly transitioning communication and control
between a user and a real-time online activity from a first user
device to a second user device comprising: creating a communication
link via a network between the first user device and the activity
for controlling the user's participation in the activity; creating
a communication link via the network between the second user device
and the activity; validating the second user device; transferring
control of the user's participation in the activity to the
validated second user device; and terminating the communication
link between the first user device and the real-time online
activity after transferring control to the second user device.
2. The method of claim 1, wherein the first user device is a
computer, a mobile device, a mobile telephone, or a personal
digital assistant.
3. The method of claim 1, wherein the second user device is a
computer, a mobile device, a mobile telephone, or a personal
digital assistant.
4. The method of claim 1, wherein validating the second user device
comprises receiving device specific information about the second
device.
5. The method of claim 4, wherein the device specific information
includes information about software installed in the second user
device.
6. The method of claim 4, wherein transferring control further
comprises using a protocol compatible with the second user
device.
7. The method of claim 4, further comprising sending information
about the online activity to the second user device based on the
device specific information.
8. The method of claim 7, wherein the information about the online
activity includes a graphic representation of the online
activity.
9. The method of claim 1, wherein validating the second user device
comprises receiving device environmental information from the
second user device.
10. The method of claim 9, wherein the device environmental
information includes device location information.
11. The method of claim 10, wherein the device location information
is based on global positioning system (GPS) coordinates of the
second user device.
12. The method of claim 10, wherein the device location information
is based on cell phone coordinates determined using
multilateration.
13. The method of claim 1, wherein the online activity comprises a
game.
14. The method of claim 13, wherein the game comprises a
multiplayer game.
15. The method of claim 13, further comprising providing the user
with a graphic representation of the game.
16. The method of claim 13, wherein validating the second user
device is based on a location of another player in the game.
17. The method of claim 13, wherein validating the second user
device is based on a location of all the other players in the
game.
18. A method for transferring control of real-time online activity
from a first user device to a second user device comprising:
creating a first communication link via a network between the first
user device and an online server; establishing control of the first
user device over the online activity; creating a second
communication link via the network between the second user device
and the online server; validating the second user device;
establishing control of the second user device over the online
activity; and terminating control of the online activity by the
first communication link after establishing control of the second
user device over the online activity.
19. The method of claim 18, wherein the first user device is
operated by a first user and the second user device is operated by
a second user.
20. The method of claim 18, wherein the online activity comprises
the user's participation in an online game.
21. The method of claim 20, wherein the online game comprises a
multi-player game.
22. The method of claim 20, further comprising providing
information about the online game to be displayed by the second
user device after validating the second user device.
23. The method of claim 18, wherein validating the second user
device includes determining a location of the first user device and
the second user device.
24. A method for transferring control of a real-time online
activity from a user device linked to the activity via a network to
a new user device comprising: receiving a request from the new user
device via the network to control the online activity; authorizing
the new user device to control the online activity; creating a link
to the new user device; and terminating the link to the user device
after creating the link to the new user device.
25. The method of claim 24, further comprising determining a
location of the new device and wherein authorizing the new user
device further comprises authorizing the new user device only if
the location of the new user device is within a predetermined area.
Description
BACKGROUND
[0001] 1. Field of the Invention
[0002] The present invention relates generally to internet
activities, and more particularly to participating in games.
[0003] 2. Description of Related Art
[0004] There are various systems that enable multiple users to
participate in real-time online gaming activities over the
Internet. In some systems, users may be able to compete, cooperate,
or socialize while participating in the real-time gaming activities
online. Such activities may include single player games in social
settings, two player games, multi-player games, and massive
multi-player games including live players from around the world.
The types of games include card games, board games, games of
chance, table top games and so forth.
[0005] Some gaming communities enable head-to-head competition
between two players, ring games, daily tournaments, and/or massive
multi-table events that generally include real-time graphics and
sound for enabling interaction with other players. In some cases,
players may see and chat with other players from around the world
directly through the game. Players may sometimes also pan and
control camera angles to direct their views of the other players
and player avatars. Communities of players may develop according to
location, schools, work, hobbies, friendships, relatives, game
interests, skill levels, and so on. Players' scores may be posted
for viewing by the other players in the gaming communities.
[0006] Players may connect to real-time online social activities
within the gaming communities using various devices, including
personal computers (PC's) or mobile devices such as personal
digital assistants (PDA's), personal entertainment devices, or
wireless telephones, and so forth.
[0007] Often, a player may wish to transfer control of his or her
participation from one device to another. For example, a player
participating in a live poker tournament using a desktop computer
may decide to leave the computer to travel, and may wish to
continue participating in the game while traveling. To do so, the
player may log out of the game from the desktop computer and back
into the game from, for example, a PDA. However, by the time the
PDA reconnects to the game, several hands may have been played or
the player's seat in the game may be gone and the player must start
over in a new tournament. In another example, the batteries in a
portable device may run out of power in the middle of a game. In
response, the player may try to switch to a desktop computer.
Again, by the time the desktop computer reconnects to the game,
hands may have been played and/or the player's seat in the game may
be gone.
[0008] Such current systems do not have the ability to preserve
real-time participation in an online gaming activity while
transferring control of the activity from one device to
another.
SUMMARY
[0009] The present invention provides a method for a user to
transfer control over a real-time online game or other online
activity from one user device to another user device while the user
continues to participate in the game or activity without
interruption. Alternatively, the user may transfer control of the
real-time game to a friend or a guest who may be at another
location and who may assume the user's identity and continue to
participate in the game on another device without interruption.
[0010] In one embodiment of the present invention a method for
seamlessly transitioning communication with and control by a user
of a real-time online activity from a first user device to a second
user device comprises establishing a communication link via a
network between the first user device and the activity for
controlling the user's participation in the activity, creating a
communication link via the network between the second user device
and the activity, validating the second user device, transferring
control of the user's participation in the activity to the
validated second user device, and terminating the communication
link between the first user device and the real-time online
activity.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] FIG. 1 is a block diagram of an exemplary gaming community
that may be used with various embodiments of the invention.
[0012] FIG. 2 is a block diagram of an exemplary architecture of
the gaming server of FIG. 1.
[0013] FIGS. 3A-3D illustrate a method of a transferring user
control over a game activity from a user device to another user
device, according to one embodiment of the present invention.
[0014] FIGS. 4A-4D illustrate a method of transferring of control
over a game activity from a first user to a second user, according
to another embodiment of the present invention.
[0015] FIG. 5 is a flow chart of an exemplary method for seamlessly
transitioning communication and control between a user and a
real-time online activity from one user device to another,
according to the present invention.
DETAILED DESCRIPTION
[0016] FIG. 1 is a block diagram of an exemplary gaming community
100 that may be used with various embodiments of the invention. The
gaming community 100 includes a plurality of users such as users
102 and 104, a communications network 120, a gaming server 130, and
a gaming engine 140. The users 102 and 104 may participate in
real-time online social activities hosted by the gaming engine 140.
The user 102 may communicate with the gaming server 130 by using
any of user devices 112A-112N via the communications network 120.
The user 104 may likewise communicate with the gaming server 130
with any of user devices 114A-114N via the communications network
120. The user devices 112A-112N and user devices 114A-114N may
include computers, gaming systems, and/or mobile devices, such as
PDA's, wireless telephones, digital cameras, mobile phones,
cell-phones, smart-phones, notebook computers, laptop computers,
hand-held game consoles, and personal media players, and so forth.
While two users 102 and 104 are illustrated, the gaming community
100 may include any number of users and user devices.
[0017] In various embodiments, the communications network 120 may
include a local area network (LAN) such as an intranet, a wide area
network (WAN) such as the Internet, a wireless network, etc. User
devices 112A-112N and 114A-114N, and gaming server 130, contain
software such that they may communicate with each other and
transfer data. The communication link may include such
hand-shaking, security protocols and/or encryption as is
appropriate for the devices used.
[0018] Gaming server 130 is an online server configured to validate
the user devices 112A-112N and 114A-114N and to provide
communication links and activity control between the gaming engine
140 and the user devices 112A-112N and 114A-114N, respectively. The
gaming server 130 may transfer the activity control from one
communication link (e.g., with the user device 112A) to another
communication link (e.g., with the user device 112B) as described
below.
[0019] The gaming engine 140 is configured to provide real-time
online gaming or other activities to users such as users 102 and
104. The users 102 and 104 may control their participation in the
activities via the communication links between the user devices 112
and 114, respectively, and the gaming server 130. In various
embodiments, online gaming activities may include single player
games, multi-player games, team games, competitions, tournaments,
multi-player tables, multi-table events, massive multi-player
games, in-game chat, and so on. Examples of games include Texas
hold'em, sudoku, chess, backgammon, mahjong, dominoes, blackjack,
hearts, slots, roulette, poker, card games, board games, ring
games, games of chance, and so forth.
[0020] FIG. 2 is a block diagram of an exemplary architecture of
the gaming server 130 of FIG. 1. The gaming server 130 includes a
plurality of gateways 200A, 200B, . . . 200M (hereinafter
200A-200M), a validation module 210, and a game module 220. The
gateways 200A-200M are configured to establish communication links
between the gaming server 130 and the user devices 112A-112N and
114A-114N. For example, gateway 200A may receive a communication
request via the communications network 120 from the user device
112A and establish a communication link with the user device 112A
such that gateway 200A and user device 112A are linked. Likewise,
gateway 200B may receive a communications request from user device
114A and become linked with the user device 114A.
[0021] In some embodiments, the links between gateways 200A-200M
and the user devices 112A-112N and/or 114A-114N may be made or
terminated at any time, and gateways 200 used for new links with
other devices. For example, the communication link between the
gateway 200A and the user device 112A may be terminated whereupon
the gateway 200A may receive a request and establish a
communication link with the next user device requesting a
communication link, for example, the user device 114B.
[0022] The validation module 210 is configured to validate the user
devices 112 and 114 to which the gateways 200 have established
communication links. The validation module 210 may use user
information about the user 102 to determine whether to validate the
user device 112A, such as a user name, password, etc.
[0023] The validation module 210 may also use device specific
information or device environmental information to validate the
user device 112A. Device specific information may be stored on the
device in volatile or nonvolatile memory. Examples of device
specific information include an operating system, protocol,
handshaking data, encrypted keys, digital certificates, and so
forth. The validation module 210 may interrogate the user device
112A to retrieve and evaluate device specific information.
[0024] Device environmental information may be acquired by a user
device and may include information such as location, proximity to
other devices, temperature, pressure, and so forth based on
software and/or circuits built in or attached to the user device.
This information may be provided to the validation module 210. For
example, the validation module 210 may receive GPS coordinates to
determine the location of the user device 112A. Alternatively, the
validation module 210 may interrogate a user device 112A coupled to
a radio frequency identification (RFID) tag sensor to determine
proximity of another user device (e.g., user device 114A) carrying
an RFID tag.
[0025] If the user device 112A cannot be validated based on user
information, device specific information, or device environmental
information the validation module may instruct the gateway 200A to
terminate the communication link. If the validation module 210
determines that the user device 112A is valid, the gateway 200A may
be instructed to maintain the communication link. The validation
module 210 may further inform the game module 220 that the user
device 112A is valid.
[0026] If the validation module 210 detects an attempt by the user
102 to participate in a game using both the user device 112A and
the user device 112B simultaneously, it may be assumed that a
transfer of control is being attempted. In such a case, the
validation module 210 may inform the game module 220 and control
may be transferred.
[0027] The validation module 210 may be programmed to impose other
requirements. For example, a user 102 may be allowed to participate
only during certain hours (e.g., 16:00 to 22:00 or only on
weekends). If the user 102 attempts to log in via the user device
112A outside of an authorized time period, the validation module
210 may determine that the user device 112A cannot be validated for
participation at such time.
[0028] In some embodiments, the validation module 210 may track the
location of a user device in real time. For example, a user device
112A may be authorized to participate in a game of chance
(gambling) within Nevada, but not California. If the validation
module 210 detects that the user device 112A is entering
California, the communication link between the user device 112A and
the gaming server 130 may be terminated or suspended.
[0029] The validation module 210 may track the locations of all the
user devices in a game. For example, a game such as poker may
require that no two user devices are permitted to be within a
predetermined distance of each other, to prevent collusion between
two players, or self dealing such as one user playing two hands
simultaneously. Thus, if the validation module 210 detects that
user device 112A and 114A are within fifteen feet of each other
using, for example, RFID tags or GPS coordinates, the validation
module 210 may terminate the communication link to either or both
devices.
[0030] The validation module 210 may also use location information
to aid in verifying the identity of a user 102. For example, it may
appear that the user 102 is seeking to establish a communication
link to a game via the gaming server 130 from a user device 112A
located in New York, and then a few minutes later attempting to
establish a communication link to the game from a user device 112B
reporting a location in California. The validation module 210 may
conclude that the user 102 cannot be in both places in such a short
time and terminate the communication link with the user device 112B
and/or 112A.
[0031] Once the communication link is established and a user device
such as user device 112A is validated, the game module 220 is
configured to connect the user device to the gaming engine 140. In
some embodiments, the validation module 210 may determine a
protocol compatible with the user device 112A. Once the
communication link connects the user 102 to the gaming engine 140,
the user 102 may participate in a game hosted by the gaming engine
140 and control the game activities. In some embodiments, the
gaming server 130 and the gaming engine 140 may be the same
device.
[0032] In some embodiments, the game module 220 translates graphics
and data into a format compatible with the user devices. For
example, a user device 112A may use a JAVA environment for
displaying a graphic representation of the online gaming activity
whereas another user device 114A may operate under a PDA specific
operating system (e.g., PDA OS). The game module 220 receives
information about the online gaming activity including positions,
resources, moves, graphic representations and so forth from the
gaming engine 140 and translates the information into a format
compatible with JAVA or PDA OS as appropriate. Alternatively, the
gaming engine 140 may translate the information into a format
compatible with the user devices.
[0033] FIGS. 3A-3D illustrate a method of a transferring user
control over a game activity from a user device (e.g., PC 312A) to
another user device (e.g., PDA 312B), according to one embodiment
of the present invention. As illustrated in FIG. 3A, the user 102
controls an online gaming activity in the gaming community 100
using a first communication link including the PC 312A, the
communications network 120, the gaming server 130, and a game 340.
As illustrated in FIG. 3A-3D, the game 340 is a module in the
gaming engine 140. In some embodiments, the game 340 may be a
module in the gaming server 130 or a stand-alone instance of the
gaming engine 140. The gaming engine 140 may include multiple games
of which the game 340 is one module. The user 102 may wish to
transfer control of the online gaming activity from PC 312A to a
second communication link including the PDA 312B, the
communications network 120, the gaming server 130, and the game
340, to continue the game without interruption on PDA 312B.
[0034] In FIG. 3B a second communication link is established
between the PDA 312B and the gaming server 130. The second
communication link may include a protocol appropriate for the PDA
312B which is a different protocol from that used in the first
communication link with the PC 312A. The gaming server 130 may
validate the PDA 312B as discussed above, may use another gateway,
such as a gateway 200B, to establish the second communication link
to the PDA 312B.
[0035] In FIG. 3C, the gaming server 130 has validated the PDA 312B
and connected the user 102 to the game 340. The validation module
210 may notify the game module 220 that the PDA 312B linked to the
gateway 200B is valid and instruct the gateway 200B to maintain the
communication link to the PDA 312B and drop the communication link
to the PC 312A. Thus, the user 102 may control game activities in
the game 340 via the communication link to the PDA 312B.
[0036] In FIG. 3D, the gaming server 130 has terminated the
communication link to the PC 312A. The game module 220 may
terminate the communication link between the PC 312A and the game
340 after establishing the communication link between the PDA 312B
and the game 340. Alternatively, the game module 220 may terminate
the link to the PC 312A before establishing the link to the PDA
312B if the time between the connections is short enough so that
the user does not notice it.
[0037] FIGS. 4A-4D illustrate a method of transferring of control
over a game activity from a first user 102 to a second user 104,
according to another embodiment of the present invention. FIGS.
4A-4D differ from FIGS. 3A-3D, respectively, in that control is
transferred between two users in FIGS. 4A-4D whereas in FIGS. 3A-3D
the control remains with the same user 102 and is transferred
between two user devices.
[0038] In FIG. 4A, a PC 412A under control of the user 102 is
connected to a communications network 120 and a first communication
link has been established between the PC 412A and the game 340. In
this example, the user 102 decides to stop playing the game 340 but
would like someone else, perhaps a friend or an expert, to continue
the game 340 in his or her place. The user 102 may desire that the
user 104 take over the game 340 in real-time and without
interruption, for example, to preserve or improve a position in the
game 340. Such transfer of control of the game 340 to another user
may be appropriate for some types of games.
[0039] In FIG. 4B, the user 104 has activated the PC 414A and
established a second communication link with the gaming server 130.
The gaming server 130 may validate the PC 414A and determine a
compatible protocol using the validation module 210, as discussed
above. The users 102 and 104 may be in the same location or
different locations. In some embodiments, the user 104 may be in a
different city, country, or on the other side of the world from the
user 102.
[0040] The user 102 may need to provide the user 104 with a user
identification (ID), password, or other information to enable
validation of the PC 414A so that the user 104 may participate in
the game. In some embodiments, a "guest" ID and/or password may be
provided to the user 104 to indicate to the gaming server 130 that
the PC 414A is being controlled by someone other than the user 102.
The guest ID and password may be temporary to enable the user 102
to regain control. Optionally, the user 102 may invalidate the
guest ID and/or password at any time.
[0041] In FIG. 4C, the gaming server 130 has validated the PC 414A
and connected the second communication link to the game 340. Thus,
the user 104 may control game activities in the game 340 using the
PC 414A via the second communication link. In FIG. 4D, the gaming
server 130 has terminated the first communication link.
[0042] FIG. 5 is a flow chart of an exemplary method 500 for
seamlessly transitioning communication and control between a user
and a real-time online activity, such as an online game, from one
user device to another, according to the present invention. In step
502, the server hosting the activity establishes a communication
link via a communications network such as the Internet, between a
first device and the activity for controlling the user's
participation in the activity. Once established, the communication
link may continue while the user participates in the activity using
the first device. At some point, the user decides to transfer
control of the activity from the first device to the second
device.
[0043] In step 504, the server creates a new communication link via
the communications network between the second user device and the
activity. The user may continue participating in the activity using
the first device while the server establishes the new communication
link. In various embodiments, the server may create the new
communication link automatically, or with the participation of the
user. For example, upon power on, a user device may automatically
use the stored information to navigate to a website in the gaming
engine hosted by the server. Alternatively, the user may manually
navigate to the website.
[0044] In step 506, the server validates the second user device. In
some embodiments, the validation step takes a few seconds or less
than a second to preserve real-time features of the activity.
Automated validation procedures may be established and installed
into the second user device in advance by the user and/or the
server. Thus, an automated validation exchange between the second
user device and the server may be accomplished rapidly.
[0045] In step 508, the server transfers control of the user's
participation in the activity to the validated second user device
and the user may continue to control and participate in the
activity using the second user device instead of the first user
device.
[0046] In step 510, the server terminates the communication between
the first user device and the activity. The termination of the
communication prevents the user from using both the user devices
simultaneously to control or participate in the activity. The steps
506-510 may be performed within a few seconds or less to make the
transfer transparent and prevent the user from issuing conflicting
commands to the activity from both user devices. In some
embodiments, the user devices may be operated by the different
users, as above.
[0047] Although the method 500 is described as being comprised of
steps 502-510, fewer or more steps may comprise the method and
still fall within the scope of various embodiments.
[0048] While various embodiments have been described above, it
should be understood that they have been presented by way of
example only, and not limitation. For example, the gaming engine
140 is not limited to providing games but may provide real-time
online activities other than games (e.g., virtual classrooms,
participatory entertainment, dramas, interactive conferencing, and
so forth) to multiple users. For example, the validation module 210
may determine location of a user device using cell phone system
coordinates (e.g., determined using multilateration), proximity of
a user device to one or more known RFID tag, internet service
provider (ISP) information, and/or an internet protocol (IP)
address. Thus, the breadth and scope of a preferred embodiment
should not be limited by any of the above-described exemplary
embodiments.
* * * * *