U.S. patent application number 11/661722 was filed with the patent office on 2009-10-22 for multi-user game.
Invention is credited to Sawako-Eeva Hayashi, Klaus Rateitschek, Andree Ross, Jari Saarhelo, Thomas Schetelig, Reza Serafat, Wolfgang Theimer, Peter Weingart.
Application Number | 20090264201 11/661722 |
Document ID | / |
Family ID | |
Filed Date | 2009-10-22 |
United States Patent
Application |
20090264201 |
Kind Code |
A1 |
Ross; Andree ; et
al. |
October 22, 2009 |
Multi-User Game
Abstract
A method of controlling a multi-user game, comprising: receiving
non-game information concerning the technical capabilities of a
first device; and providing game play at the first device, in
dependence upon the received non-game information, that compensates
for the technical capabilities of the first device. A method of
initiating a multi-user game that has a plurality of potential
roles, the method comprising: specifying a first sub-set of the
plurality potential roles; specifying a second sub-set of the
plurality potential roles, that is different to the first sub-set;
providing, if a first device has first technical capabilities, the
first sub-set of potential roles to the first device; and
providing, if a second device has second technical capabilities,
different to the first technical capabilities, the second sub-set
of potential roles to the second device.
Inventors: |
Ross; Andree; (Luenen,
DE) ; Serafat; Reza; (Bochum, DE) ; Schetelig;
Thomas; (Bochum, DE) ; Rateitschek; Klaus;
(Herne, DE) ; Theimer; Wolfgang; (Bochum, DE)
; Weingart; Peter; (Bochum, DE) ; Saarhelo;
Jari; (Witten, DE) ; Hayashi; Sawako-Eeva;
(Essen, DE) |
Correspondence
Address: |
DITTHAVONG MORI & STEINER, P.C.
918 Prince St.
Alexandria
VA
22314
US
|
Appl. No.: |
11/661722 |
Filed: |
September 2, 2004 |
PCT Filed: |
September 2, 2004 |
PCT NO: |
PCT/IB2004/003002 |
371 Date: |
September 10, 2007 |
Current U.S.
Class: |
463/42 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of controlling a multi-user game, comprising: receiving
non-game information concerning the technical capabilities of a
first device; and providing game play at the first device, in
dependence upon the received non-game information, that compensates
for the technical capabilities of the first device.
2. A method as claimed in claim 1, wherein the non-game information
is received as a multi-dimensional vector.
3. A method as claimed in claim 1, wherein the technical
capabilities of the first device are augmentable using
accessories.
4. A method as claimed in claim 1, wherein the non-game information
comprises time-invariant information concerning time invariant
technical capabilities of the first device and the provided game
play compensates for at least the time-invariant technical
capabilities.
5. A method as claimed in claim 1, wherein the non-game information
comprises time-variant information concerning time-variant
technical capabilities of the first device and the provided game
play compensates for the time-variant technical capabilities of the
first device as they vary in time.
6. A method as claimed in claim 5, wherein the time-variant
technical capabilities include at least one of: current processing
speed of the first device, the data transfer rate from the first
device, the data transfer rate to the first device.
7. A method as claimed in claim 5, wherein the non-game information
is provided as a time-variant multi-dimensional vector.
8. A method as claimed in claim 7, wherein different game plays are
associated with different volumes of a vector space defined, at
least in part, by the multi-dimensional vector and the provided
game play corresponds to a volume associated with the received
multi-dimensional vector.
9. A method as claimed in claim 7, wherein the received
multi-dimensional vector is quantized to determine the provided
game play.
10. A method as claimed in claim 1, wherein the non-game
information comprises time-variant information concerning a
time-variant environment of the first device and the provided game
play compensates for the technical capabilities by providing
compensation to the first device that depends on its
environment.
11. A method as claimed in claim 10, wherein the time-variant
information includes at least one sensor-based parameter.
12. A method as claimed in claim 10, wherein the non-game
information is provided as a time variant multi-dimensional
vector.
13. A method as claimed in claim 12, wherein different game plays
are associated with different volumes of a vector space defined, at
least in part, by the multi-dimensional vector and the provided
game play corresponds to a volume associated with the received
multi-dimensional vector.
14. A method as claimed in claim 12, wherein the received
multi-dimensional vector is quantized to determine the provided
game play.
15. A method as claimed in claim 1, wherein the provided game play
introduces a new gaming object(s).
16. A method as claimed in claim 1, wherein the provided game play
defines the attribute(s) of a user gaming object and/or one or more
gaming objects.
17. A method as claimed in claim 1, wherein the provided game play
defines which of a plurality of roles or user gaming objects are
selectable for use in the game by a user of the first device.
18. A method as claimed in claim 1, wherein the first device is a
hand-portable electronic device.
19. A method as claimed in claim 1, performed at a gaming server,
wherein the first device is a remote client device and the non-game
information is received from the remote client device.
20. A device for controlling a multi-user game, the device
comprising: a component for receiving non-game information
concerning the technical capabilities of a first device; and a
component for providing game play at the first device, in
dependence upon the received non-game information, that compensates
for the technical capabilities of the first device.
21. A device as claimed in claim 20 operable as a gaming
server.
22. A gaming device for participating in a multi-user game, the
gaming device comprising: a component for providing information
concerning the technical capabilities of the gaming device; and a
component for receiving game control data that includes
compensation for the technical capabilities of the gaming
device.
23. A gaming device as claimed in claim 22, wherein the technical
capabilities of the gaming device are augmentable using
accessories.
24. A gaming device as claimed in claim 22, wherein the information
is provided as a time variant multi-dimensional vector.
25. A gaming device as claimed in claim 22, wherein the information
comprises time-variant information concerning the environment of
the gaming device.
26. A gaming device as claimed in claim 25, further comprising a
sensor for providing the time-variant information.
27. A gaming device as claimed in claim 22, wherein the game
control data defines at least a new gaming object.
28. A gaming device as claimed in claim 22, wherein the game
control data defines at least the attribute(s) of a user gaming
object and/or one or more gaming objects.
29. A gaming device as claimed in claim 22, wherein the game
control data defines which of a plurality of roles or user gaming
objects are selectable for use in the game by a user of the
device.
30. A gaming device as claimed in claim 22, wherein the gaming
device is a hand-portable electronic device.
31. A gaming device as claimed in claim 22, wherein the gaming
device is operable as a client to a gaming server and is operable
to send the information concerning the technical capabilities of
the gaming device to the gaming server and to receive the game
control data from the gaming server.
32. A computer program product, comprising computer program
instructions stored on a readable medium, which when loaded into a
processor of a host device provide: information indicating the
technical capabilities of the host device; and game control data
that includes compensation for the technical capabilities of the
host device.
33. A computer program product, comprising computer program
instructions stored on a readable medium, which when loaded into a
processor of a host device provide: game play, in dependence upon
received non-game information concerning the technical capabilities
of a device, that compensates for the technical capabilities of the
device.
34. A method of initiating a multi-user game that has a plurality
of potential roles, the method comprising: specifying a first
sub-set of the plurality potential roles; specifying a second
sub-set of the plurality of potential roles, that is different to
the first sub-set; providing, if a first device has first technical
capabilities, the first sub-set of potential roles to the first
device; and providing, if a second device has second technical
capabilities, different to the first technical capabilities, the
second sub-set of potential roles to the second device.
35. A method as claimed in claim 34, further comprising maintaining
a data structure that associates the first technical capabilities
with the first sub-set and the second technical capabilities with
the second sub-set.
36. A method as claimed in claim 35, further comprising: receiving
an indication of the technical capabilities of a device, from a
remote device; determining the sub-set associated with the received
technical capabilities; and sending the determined sub-set to the
remote device.
37. A gaming server for controlling a multi-user game that has a
plurality of potential roles, comprising: a data structure that
associates each one of a plurality of device technical capabilities
with a different sub-set of the plurality of potential roles; a
component for receiving an indication of the technical capabilities
of a device, from a remote device; a component for determining the
sub-set associated with the received technical capabilities in the
database; and a component for assigning to the remote device a role
in the game from within the determined sub-set.
38. A method of initiating, at a device, a multi-user game that has
a plurality of potential roles, the method comprising: sending an
indication of the technical capabilities of the device to a game
server; receiving, in reply, a sub-set of the plurality potential
roles, wherein the sub-set depends upon the sent indication; and
providing a user-selectable option, for adopting one of the roles
specified by the received sub-set.
39. A computer program product comprising computer program
instructions stored on a readable medium, which when loaded into a
processor provides the method as claimed in claim 38.
40. A device for participating in a multi-user game that has a
plurality of potential roles, comprising: a component for sending
an indication of the technical capabilities of the device; a
component for receiving, in reply, a sub-set of the plurality of
potential roles, wherein the sub-set depends upon the sent
indication; and a component for providing a user-selectable option,
for adopting one of the roles specified by the received
sub-set.
41. A device as claimed in claim 40, wherein the device is a
hand-portable electronic device.
42. A method of controlling a multi-user game, the method
comprising: receiving first non-game information comprising
time-variant information concerning the time-variant environment of
a first device; and providing game play at the first device,
wherein the provided game play depends upon the received first
non-game information.
43. A method as claimed in claim 42, wherein the game play provided
at the first client device compensates for differences in technical
capabilities between the first client device and the second client
device.
44. A method as claimed in claim 42, wherein the time-variant
information includes at least one sensor-based parameter.
45. A method as claimed in claim 42, wherein the non-game
information is received as a time-variant multi-dimensional
vector.
46. A method as claimed in claim 45, wherein different game plays
are associated with different volumes of a vector space defined, at
least in part, by the multi-dimensional vector and the game play
provided at the first client device corresponds to the volume
associated with the received multi-dimensional vector.
47. A method as claimed in claim 45, wherein the received
multi-dimensional vector is quantized to determine the game play
provided at the first client device.
48. A method as claimed in claim 47, performed at a gaming server,
wherein the first device is a first remote client device and the
gaming server additionally provides game play at, at least, a
second remote client device.
49. A device for controlling a multi-user game, the device
comprising: a component for receiving first non-game information
comprising time-variant information concerning the time-variant
environment of the first client device; and a component for
providing game play at the first device, wherein the provided game
play depends upon the received first non-game information.
50. A gaming device for participating in a multi-user game, the
gaming device comprising: a component for providing non-game
information comprising information concerning the environment of
the gaming device; and a component for receiving game control data
that depends upon the non-game information.
51. A device for controlling a multi-user game, the device
comprising: means for receiving non-game information concerning the
technical capabilities of a first device; and means for providing
game play at the first device, in dependence upon the received
non-game information, that compensates for the technical
capabilities of the first device.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application is for entry into the U.S. national phase
under .sctn.371 for International Application No. PCT/IB2004/003002
having an international filing date of Sep. 2, 2004, and from which
priority is claimed under all applicable sections of Title 35 of
the United States Code including, but not limited to, Sections 120,
363 and 365(c).
FIELD OF THE INVENTION
[0002] Embodiments of the present invention relate to a multi-user
game. In particular, they relate to methods, servers, devices and
computer program products for controlling and playing a game.
BACKGROUND TO THE INVENTION
[0003] Mobile electronic devices are, in general, more limited in
some respects than stationary devices. This is often due to size
and power consumption restraints that are necessarily imposed on
mobile devices, and in particular hand-portable mobile devices.
[0004] As a mobile electronic device typically has a limited screen
size, and limited processor power it cannot typically compete in an
online multi-user game in which stationary devices, with larger
screens and more powerful processors compete. Examples of
stationary devices include personal computers and PLAYSTATION and
X-BOX consoles. Consequently popular online games are very often
reserved for only stationary devices.
[0005] Also, online games that are designed for mobile devices are
typically not suitable for playing using a powerful stationary
device as they do not use the full capabilities of such a
device.
BRIEF DESCRIPTION OF THE INVENTION
[0006] It would be desirable to enable heterogeneous gaming
platforms (stationary devices as well as mobile devices) to
participate in an online game.
[0007] According to one embodiment of the invention there is
provided a method of controlling a multi-user game, comprising:
receiving non-game information concerning the technical
capabilities of a first device; and providing game play at the
first device, in dependence upon the received non-game information,
that compensates for the technical capabilities of the first
device.
[0008] According to another embodiment of the invention there is
provided a device for controlling a multi-user game, the device
comprising: a component for receiving non-game information
concerning the technical capabilities of a first device; and a
component for providing game play at the first device, in
dependence upon the received non-game information, that compensates
for the technical capabilities of the first device.
[0009] According to another embodiment of the invention there is
provided a gaming device for participating in a multi-user game,
the gaming device comprising: a component for providing information
concerning the technical capabilities of the gaming device; and a
component receiving game control data that includes compensation
for the technical capabilities of the gaming device.
[0010] According to another embodiment of the invention there is
provided a computer program, comprising computer program
instructions which when loaded into a processor of a host device
provide: a component for providing information indicating the
technical capabilities of the host device; and a component for
receiving game control data that includes compensation for the
technical capabilities of the host device.
[0011] According to another embodiment of the invention there is
provided a computer program, comprising computer program
instructions which when loaded into a processor of a host device
provide: a component for providing game play, in dependence upon
received non-game information concerning the technical capabilities
of a device, that compensates for the technical capabilities of the
device.
[0012] The compensation of the technical capabilities, allows
device, having different technical capabilities, to compete fairly
in a single game.
[0013] According to another embodiment of the invention there is
provided a method of initiating a multi-user game that has a
plurality of potential roles, the method comprising: specifying a
first sub-set of the plurality of potential roles; specifying a
second sub-set of the plurality potential roles, that is different
to the first sub-set; providing, if a first device has first
technical capabilities, the first sub-set of potential roles to the
first device; and providing, if a second device has second
technical capabilities, different to the first technical
capabilities, the second sub-set of potential roles to the second
device.
[0014] According to another embodiment of the invention there is
provided a gaming server for controlling a multi-user game that has
a plurality of potential roles, comprising: a data structure that
associates each one of a plurality of device technical capabilities
with a different sub-set of the plurality of potential roles; a
component for receiving an indication of the technical capabilities
of a device, from a remote device; a component for determining the
sub-set associated with the received technical capabilities in the
database; and means for assigning to the remote device a role in
the game from within the determined sub-set.
[0015] According to another embodiment of the invention there is
provided a method of initiating, at a device, a multi-user game
that has a plurality of potential roles, the method comprising:
sending an indication of the technical capabilities of the device
to a game server; receiving, in reply, a sub-set of the plurality
potential roles, wherein the sub-set depends upon the sent
indication; and providing a user-selectable option, for adopting
one of the roles specified by the received sub-set.
[0016] According to another embodiment of the invention there is
provided a device for participating in a multi-user game that has a
plurality of potential roles, comprising: a component for sending
an indication of the technical capabilities of the device; a
component for receiving, in reply, a sub-set of the plurality of
potential roles, wherein the sub-set depends upon the sent
indication; and means for providing a user-selectable option, for
adopting one of the roles specified by the received sub-set.
[0017] The allocation of different roles to devices, having
different technical capabilities, allows the devices to compete
fairly in a single game albeit in different roles.
[0018] According to another embodiment of the invention there is
provided a method of controlling a multi-user game, the method
comprising: receiving first non-game information comprising
time-variant information concerning the time-variant environment of
a first device; providing game play at the first device, wherein
the provided game play depends upon the received first non-game
information.
[0019] According to another embodiment of the invention there is
provided a device for controlling a multi-user game, the device
comprising: a component for receiving first non-game information
comprising time-variant information concerning the time-variant
environment of the first client device; and a component for
providing game play at the first device, wherein the provided game
play depends upon the received first non-game information.
[0020] According to another embodiment of the invention there is
provided a gaming device for participating in a multi-user game,
the gaming device comprising: a component for proving non-game
information comprising information concerning the environment of
the gaming device; and a component for receiving game control data
that depends upon the non-game information.
[0021] The use of environmental information to control the game
allows a device with a particular environmental capability, such as
mobility, to have game play that reacts to the mobility of the
device. This may, in some embodiments, be used to compensate an
inferior technical capability so that the mobile device can compete
within the game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0022] For a better understanding of the present invention
reference will now be made by way of example only to the
accompanying drawings in which:
[0023] FIG. 1 illustrates a multi-user gaming system;
[0024] FIG. 2 illustrates the process of role selection;
[0025] FIG. 3 illustrates the process of Action set determination;
and
[0026] FIG. 4 is a schematic functional illustration of a gaming
device
DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION
[0027] FIG. 1 illustrates a multi-user gaming system 2 that may be
used by users 3, 5 to play a multi-user game. Examples of
multi-user games include first person perspective games, role
playing games, board games and arcade games. Although only two
client devices 3, 5 are illustrated the system 2 may comprise many
additional client devices.
[0028] The system 2 comprises a stationary gaming device 4
controlled by a user 3; a mobile gaming device 6 controlled by a
user 5, a game server 8 that supports the multi-user game on the
client devices 4, 6; and a network 10 interconnecting the mobile
gaming device 6, the stationary gaming device 4 and the game server
10.
[0029] The mobile gaming device 6 operates as a client to the game
server 8. It may be any suitable portable electronic device but is
generally a hand-portable electronic device such as a mobile
cellular telephone, a portable gaming terminal such as the Nokia
N-Gage, or a personal digital assistant.
[0030] The mobile gaming device 6 comprises: a radio transceiver
20; a processor 22; a memory 24; a user input device 26; a display
28; an audio output device 30; and one or more accessories 32. The
mobile gaming device typically comprises additional components to
those illustrated.
[0031] The radio transceiver 6 may be a cellular telephone
transceiver that communicates in a radio cellular telephone network
10 or it may be a low power radio transceiver that forms an ad-hoc
connection to the network 10, for example using BLUETOOTH or WLAN
technology. The processor 22 is typically one or more low power
microprocessors that do not require cooling. The memory 24 may be
any suitable form of memory and may include volatile and
non-volatile memory. The user input device 26 is typically a touch
screen, an ITU-T keypad, a joystick or other type of device that
the user can operate while holding the mobile device 6. The display
28 is integrated into the device 6 and therefore has a limited size
and resolution. The audio output device 30 may be a loudspeaker
and/or a jack for headphones. The accessory 32 augments the
functionality of the mobile device. It may be connected to the
mobile device via a physical connection such as USB or via a
short-range wireless connection such IrDa or BLUETOOTH. The
accessory 32 may include a sensor, for example, it may include a
GPS location system, a light meter for measuring ambient light, a
temperature sensor, etc.
[0032] The processor 22 is connected for bi-directional
communication with the radio transceiver 20, it is connected to
read from and write to the memory 24, it is connected to receive
input control signals from the user input device 26 and the
accessory 32 and it is connected to provide control signals to the
display 28 and audio output device 30.
[0033] The memory 24 comprises computer program instructions which
when loaded into the processor 22 provides the described
functionality of the mobile gaming device 6. The computer program
instructions may be transferred to the memory 24 via an
electromagnetic carrier signal or via a record medium such as a
memory card or similar.
[0034] The stationary gaming device 4 operates as a client to the
game server 8. It may be any suitable stationary electronic device
but is generally a personal computer or dedicated gaming console
such as, for example, a PLAYSTATION 1, PLAYSTATION 2 or X-BOX.
[0035] The stationary gaming device 4 comprises: a network adapter
40; a processor 42; a memory 44; a user input device 46; and an
output interface 48 for connection to a television or to a monitor
which provide a display and for connection to loudspeakers which
provide audio output. The stationary gaming device typically
comprises additional components to those illustrated.
[0036] The network adapter 40 may provide a reasonable bandwidth
connection to the network 10. For example, it may provide a dial-up
56 kBit modem connection, or an ADSL or SDSL connection, or an
Ethernet connection. The processor 42 is typically one or more high
power microprocessors that may require cooling. The memory 44 may
be any suitable form of memory and may include volatile and
non-volatile memory. The user input device 66 is typically a
connected device such as a gaming console, joystick etc. The output
interface 48 operates to drive a high-resolution display and
provide high quality audio output.
[0037] The processor 42 is connected for bidirectional
communication with the network adapter 40, it is connected to read
from and write to the memory 44, it is connected to receive input
control signals from the user input device 46 and it is connected
to provide control signals to the output interface 48.
[0038] The memory 44 comprises computer program instructions which
when loaded into the processor 42 provides the described
functionality of the stationary gaming device 4.
[0039] The computer program instructions may be transferred to the
memory 44 via an electromagnetic carrier signal or via a record
medium such as a memory card or similar.
[0040] The gaming server 8 operates as a server to the client
devices 4, 6. The gaming server comprises: a network adapter 50; a
processor 52; a memory 54. The gaming server typically comprises
additional components to those illustrated.
[0041] The network adapter 50 provides a high bandwidth connection
to the network 10. The processor 52 is typically one or more high
power microprocessor that may require cooling. The memory 54 may be
any suitable form of memory and may include volatile and
non-volatile memory. The processor 52 is connected for
bi-directional communication with the network adapter 50, and it is
connected to read from and write to the memory 54.
[0042] The memory 54 comprises computer program instructions which
when loaded into the processor 52 provides the described
functionality of the gaming server 8. The computer program
instructions may be transferred to the memory 54 via an
electromagnetic carrier signal or via a record medium such as a
memory card, DD-ROM, DVD-disc or similar.
[0043] The memory 54 comprises a database data structure 60 that is
used in role determination and Action set determination. Each one
of a plurality of game device indicators is associated with a
respective set of roles that can be played by the device indicated.
Each property vector for a role i played on a device j in a
situation s(t) is associated with an Action set.
[0044] FIG. 4 is a schematic functional illustration of a gaming
device 4, 6 and a server 8. The gaming device includes: a first
software component 71 for handling communications with the server 8
in a non device-specific format; a second software component 72 for
compiling a property vector; a third software component 73 for
normalizing the property vector to make it device independent; a
fourth software component 74 for transforming instructions received
from the game server 8 in device independent format into a format
usable at the device; and a fifth software component 75 that
provides the game engine for playing the game.
[0045] The gaming server 8 includes: a first software component 81
for handling communications with the gaming devices in a non
device-specific format; a second software component 82 for
controlling log-in; a third software component 83 for role
determination; a fourth software component 74 for Action set
determination; and a fifth software component 75 that provides the
game engine for playing the game.
[0046] The gaming server 8 enables gamers 3, 5 using devices 4, 6
having different technical capabilities to play the game on an
equal basis, as the fairness (for winning and losing in a certain
situation) can be balanced between the different gaming devices 4,
6. This is achieved by treating the different devices 4, 6
differently.
[0047] The user 3 of a first device 4 is only able to play certain
roles that depend upon the technical capabilities of the first
device 4 whereas the user 5 of a second device 6 is only able to
play certain roles that depend upon the technical capabilities of
the second device 6. The roles available on a particular device 4,
6 are typically dependent upon non time-variant technical
capabilities of the device 4, 6 such as its gaming platform, its
processor type, its display resolution, its average data transfer
rate, its memory size or speed, the sensors of the device etc.
[0048] The different devices 4, 6 may also be treated differently
by having compensation between the devices 4,6. For example, the
information provided to a user 3 via the first device 4 and to a
user 5 via the second device 6 may be different, the game play for
the more powerful devices may be slowed down, the attributes of the
same role played on different devices may be different. The
information provided at the first device 4 may differ from that
provided at the second device 6 in that more/less information is
provided or different information is provided. For example, one
device may clearly image game objects on the display whereas
another may not, or one device may have a more limited field of
view than another device. The attributes of a role may determine,
for example, a role's strength, speed, rate of energy reduction as
a consequence of receiving hits etc.
[0049] Compensation may be achieved by having a base level of
compensation that is dependent upon the non time-variant technical
capabilities of the device and any connected accessories, and a
dynamic (time-variant) level of compensation that varies with
time-variant parameters.
[0050] The time-variant parameters include time-variant technical
parameters and time-variant environmental parameters. The
time-variant technical parameters may for example include the
current processing speed of the device, which may vary if the
device carries out background tasks, and the data transfer rate
to/from the server 8, and a change in the attached accessories 32.
The time-variant environmental parameters may for example include
sensor-based parameters such as location, temperature, lighting
conditions, time, etc
[0051] As an example, differential clarity of view may be provided
as base compensation at two different platforms and/or dynamic
compensation at two different/similar platforms. The dynamic
compensation may, for example, change as the relative ambient light
conditions at the devices change.
[0052] As another example, a differential speed of response to user
input may be provided as base compensation at two different
platforms and/or dynamic compensation at two different/similar
platforms. The dynamic compensation may, for example, change as the
relative processing speed or data transfer rates of the devices
change.
[0053] As a further example, a mobile device 6 may be provided with
base compensation to improve its chances of competing successfully
with a stationary device 4 playing the same role.
[0054] The processes of role selection and compensation may use a
property vector. A property vector is a multi-dimensional vector
that covers all parameter values that are required for the online
game.
[0055] The property vector
p=(s,d) with s.epsilon.IR.sup.n and d.epsilon.IR.sup.m
is managed on every gaming device 4, 6, and this vector is composed
of two major parts: a static component consisting of n static
values s, which remain unchanged during a game; and a dynamic
component consisting of m dynamic values d, which may change over
time during a game.
[0056] The values of this vector are generally transformed to
normalized values to enable a device-independent communication
between different gaming devices 4, 6 and the server 8.
[0057] The static component specifies a device's non time-variant
technical capabilities (gaming device ID, gaming platform ID,
screen resolution, processor type, etc . . . ) and contains
information about the device user (user ID, user name, further game
data, . . . ) that does not change during a game. The static
component may be used in role selection and, possibly, static
compensation.
[0058] The dynamic component contains all the information that may
dynamically change over time. This includes the time-variant
technical parameters and the time-variant environmental parameters.
The time-variant parameters are updated regularly e.g. using
information from sensors of the device to update the time-variant
environmental parameters and information about the device
performance at that particular time (speed, data transfer rate) to
update the time-variant technical parameters. The dynamic component
may be used in dynamic compensation.
[0059] If a certain device does not support a specific dynamic
time-variant parameter then the value in d corresponding to that
time-variant parameter remains static during the game.
[0060] The process of role selection is illustrated in FIG. 2. The
user 3, 5 of the client device 4,6 logs on to the gaming server 8
at step 200, to play the game. After the log-in process has been
completed, the client device 4, 6 sends a `game device indicator`
to the server 8 at step 202. The `game device indicator` indicates
the static technical capabilities of the client device 4,6. It may
be sent as part of the static component of the client device's
property vector. The server 8, at step 204, queries the database
using the received game device indicator and the database returns
the associated set of roles available for a device of the indicated
type. The client device 4,6 displays the set of roles to the user
3, 5 at step 206. The user 3, 5 selects at step 208 one of the
available roles and the client device 4, 6 informs the server 8 of
the selection. Then at step 210, the server 8 fixes the role of the
client device 4,6 in the game for the duration of the game.
[0061] The property vector is used during game play for
compensation. The static component may be used for base
compensation. The role played by the user of the device in the game
may depend upon certain values in the static component of the
property vector and the base compensation may depend upon the role.
Optionally, the base compensation may additionally depend upon
other values in the static component of the property vector.
[0062] The dynamic component may be used for real-time dynamic
compensation.
[0063] The manner in which a role interacts with a game is defined
by an action set A.sub.ij(s(t)), which is particular to a role i
played on a device j within a certain game situation s(t). The
action set changes dynamically over time t. The action set A (s(t))
depends upon a set of role capabilities R.sub.ij, which contains a
collection of rules that define how a role i (on a gaming platform
j) interacts with the game and includes within it any compensation
between devices that is required. The Action set may, for example,
specify: what information is provided to the user via the device
during the game; the speed with which the device should respond to
user input during game play; the attributes of the role for
example, a character's strength, endurance, speed etc.
[0064] Let us consider an example in which a gamer is playing as
role i with a mobile gaming device j 6. The game evolution (of this
example) is just based on the location of the device 6. The
location is obtained from a built-in GPS receiver 32 on the device
6. The Action A (s(t)) for a device at a certain position (x,y) in
a certain game situation (s) is dependent on the current location
of the device.
[0065] The real world is subdivided into a plurality of discrete
real areas. Each real area is associated with a virtual area within
the game. As the device 6 moves in real life, it moves from one
real area to another.
[0066] As shown in FIG. 3, the device 6, regularly updates its
property vector at step 300. If the updated property vector is the
same as previously, as determined at step 302, the device waits at
step 304 and then updates the property vector again at step 300. If
the property vector has changed from its previous value as
determined at step 302, the updated property vector is sent, at
step 306, to the server 8. Thus as the location of the device 6
changes, the dynamic component of its property vector changes. The
game server 8 receives the changing property vectors and from the
value of the dynamic component relating to the device's location,
it can determine when the device has crossed from one real area to
another. The game server 8 obtains a new Action set from database
60 and uses it as the Action set for the device, at step 308. The
new Action set is used by the fifth software component 75 that
provides the game engine for playing the game. The game engine
produces instructions that are sent to the device according to the
new Action set, which cause the role in the game to cross from one
virtual area to another.
[0067] Each virtual area is mapped to a different Action set. For
example, one virtual area may correspond to a forest in the game
and the Actions set is adapted to create gaming that has elements
related to being in a forest. For example, the device may have
reduced visibility of other players, may have reduced information,
may be less visible to other players etc. Another virtual area may
correspond to a city in the game and the Action set is adapted to
create gaming that has elements related to being in a city. For
example, the device may have extra information about other users
and events. Another virtual area may correspond to a prairie in the
game and the Action set is adapted to create gaming that has
elements related to being in a prairie. For example, the device may
have excellent visibility of other players but be visible to other
players.
[0068] The manner in which the real world is divided into real
areas may vary from role to role and device type to device type,
but it is generally the same for all players of one specific role i
who are using a certain gaming device j. Therefore two players
playing on the same type of device in the same online game have the
same sectioning of the landscape.
[0069] More complex scenarios are conceivable if more dynamic
parameters are taken into consideration to adapt the Action
set.
[0070] The selection of an appropriate Action set using a property
vector, may be achieved by defining a vector space that is spanned
by an Action vector comprising the situation s(t), the role i, and
the property vector. Different volumes of the vector space spanned
by the Action vector are associated with different Action sets. The
server determines at a situation s(t) for a role i using the
property vector last received from the device, which volume the
Action vector terminates within and uses the Action set associated
with that volume. This may be achieved using a different method
v.sub.ij of quantizing the property vector for each role (of gaming
device j). Such quantization maps the high dimensional dynamic
component (d) of the property vector to the lower dimensioned space
of possible Action sets.
[0071] To further illustrate the invention, an example of how the
invention may be used, will now be described. Jane 5 has a mobile
cellular telephone 4 which she wants to use to play the multi-user
medieval adventure "Stortebecker 1401" with one of her friends Joe
3, who has a stationary gaming device 4.
[0072] Jane 5 uses her mobile telephone 6 to log on to a remote
game server 8 that supports the game. Her mobile telephone 6
compiles a property vector for her device 6 and sends at least the
static component to the game server 8. The game server 8 queries
the database 60 using a game device indicator within the received
static component of the property vector and the database 60 returns
a list of roles that are available to Jane within the game. The
list includes: a traveling saleswoman and a thief. The roles
available match the limited capabilities of the mobile telephone.
The traveling saleswoman has a limited view but she is mobile, and
she is aware of her environment. This role is dependent on tasks
that are allocated by other roles. Possible tasks are the efficient
transport/disposal of goods and the location-dependent trade of
goods. The thief is mobile and tries to disturb the work of other
roles. The list of roles is transferred to the mobile device 6
where it is presented to Jane. Jane then chooses a role. In this
example, she chooses to be a traveling saleswoman. Her role is now
fixed for the game duration.
[0073] Joe 3 uses his stationary device 4 to log on to the remote
game server 8. His device 4 compiles a property vector for the
device 4 and sends at least the static component to the game server
8. The game server 8 queries the database 60 using a game device
indicator within the received static component of the property
vector and the database returns a list of roles that are available
to Joe within the game. The list includes: a Fugger (rich merchant)
and a spectator. The roles available match the advanced
capabilities of the stationary device 4. The Fugger surveys all
operations, but is stationary. For this role very good
visualization is needed, which is only given to stationary gaming
platforms (PS2,PC etc.). The Fugger assigns tasks to the traveling
saleswoman. The Fugger cannot survive without cooperation with
other roles. The spectator just watches a game. The list of roles
is transferred to the stationary device 4 where it is presented to
Joe. Joe then chooses a role. In this example, he chooses to be a
Fugger. His role is now fixed for the game duration.
[0074] Other players may choose to play other roles in the game and
the server may have automata that can automatically play roles
within a multi-user game if required.
[0075] Base compensation between the devices 4, 6, if used, may be
provided by supplying different types of information to the roles.
The Fugger may be provided with overview information that provides
general information that relates to a wide area. The traveling
saleswoman is provided with specific information that relates to a
small area.
[0076] Dynamic compensation may be used to provide the traveling
saleswoman with more/less detailed information over a
smaller/larger area. This dynamic compensation may be made
dependent upon a value in the dynamic component of the property
vector that relates, for example, to ambient lighting conditions at
the mobile telephone 6. If the lighting conditions are good the
dynamic compensation provides Jane 5 with more detailed information
over a larger area. If the lighting conditions are bad the dynamic
compensation provides Jane 5 with less detailed information over a
smaller area. If the role of traveling saleswoman is played on a
stationary device 4, less detailed information over a small area is
always provided. This may provide Jane 5 with an advantage over
someone 3 playing the same role on a more powerful machine 4.
[0077] The position of the mobile telephone 6 may also impact on
the game play. For example, certain actions may only be enabled or
disabled only at certain real life positions. This is achieved via
the mapping of the dynamic component of the property vector to an
Action set. If the value of the property vector for the location of
the device 6 corresponds with a predetermined value, the mapped
Action set enables the particular action.
[0078] The game may, for example, comprise one or more "user gaming
objects". A "user gaming object" is an object within the game that
is apparent to the users of the game and which participates in the
game play in a manner controlled by a user. It would for example be
a character in a role playing game. Each user gaming object may
have one or more attributes. An "attribute" is a characteristic of
the user gaming object that affects its participation in a game.
Examples of attributes for a character in a role playing game may
include, for example, strength, speed, stamina, regeneration,
resistance etc. The parameters of the game may include one or more
parameters that specify an attribute or attributes of a user gaming
object in the game.
[0079] The game may, for example, also comprise one or more "gaming
objects". A "gaming object" is an object within the game that is
apparent to the users of the game and which participates in the
game play. It would for example be an object carried by a character
in a role playing game. Each gaming object may have one or more
attributes. An "attribute" is a characteristic of an object that
affects the game. The attribute may affect the gaming object's
participation in the game. For example, if the gaming object were a
weapon in a role playing game, its attributes may include the
weapon's strength and range. The attribute may alternatively affect
a user gaming object's participation in the game. For example, if
the gaming object were an amulet in a role playing game, its
attributes may, for example, include invisibility for the user
gaming object carrying it.
[0080] A new Action set can, for example, introduce new gaming
object(s) and can define the attribute(s) of the user gaming object
and the gaming object(s). Thus different types of devices may
receive different Action sets despite playing the same role and
being in the same situation as the Actions sets compensate the game
play for one device against the other device.
[0081] As an example, in a car racing game, the game server may
provide different speeds of cars. The slower cars could be assigned
to the stationary devices and the faster cars could be assigned to
the mobile devices. This role selection would provide some
compensation for the improved user interface at the stationary
devices.
[0082] As another example, in a flight simulator game, the game
server may provide aero-planes that have different latency of
control. For example, the aeroplanes could include a jumbo jet
which has a large inertia and is slow to respond to command signals
and a jet fighter which is nimble and quick to respond to command
signals. In one example, a device with large latency in the
communication channel to the gaming server may be assigned a jet
fighter role while another device with snail latency in the
communication channel to the gaming server may be assigned a jumbo
jet role.
[0083] These examples illustrate how game play at a device can
compensate for the technical capabilities of the first device. In
these examples, the compensation occurs via the roles assigned i.e.
via the attributes of the user gaming objects assigned.
[0084] Although embodiments of the present invention have been
described in the preceding paragraphs with reference to various
examples, it should be appreciated that modifications to the
examples given can be made without departing from the spirit and
scope of the invention.
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