U.S. patent application number 14/828329 was filed with the patent office on 2015-12-10 for method and system for mediating interactive services over a wireless communications network.
The applicant listed for this patent is Intel Corporation. Invention is credited to Steven Caliguri, Doug Hutcheson, Richard Robinson.
Application Number | 20150356819 14/828329 |
Document ID | / |
Family ID | 27400557 |
Filed Date | 2015-12-10 |
United States Patent
Application |
20150356819 |
Kind Code |
A1 |
Hutcheson; Doug ; et
al. |
December 10, 2015 |
Method And System For Mediating Interactive Services Over A
Wireless Communications Network
Abstract
The present invention is directed to a method and system for
controlling the state of an interactive application and controlling
delivery of the interactive application to one or more users. The
system of the present invention is a system for delivering an
interactive application to one or more users of a communications
network and may comprise an interactive application adapted to the
communications network; a user access device adapted to receive
said interactive application; control means for establishing
parameters under which said interactive application is rendered on
said user access device; and mediation means for establishing terms
for the interaction between the at least one user and other users
and the communications network.
Inventors: |
Hutcheson; Doug; (San Diego,
CA) ; Robinson; Richard; (Temecula, CA) ;
Caliguri; Steven; (Poway, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Intel Corporation |
Santa Clara |
CA |
US |
|
|
Family ID: |
27400557 |
Appl. No.: |
14/828329 |
Filed: |
August 17, 2015 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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14321587 |
Jul 1, 2014 |
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14828329 |
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12628930 |
Dec 1, 2009 |
8769122 |
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14321587 |
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11032303 |
Jan 10, 2005 |
7627680 |
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12628930 |
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09885964 |
Jun 22, 2001 |
6874029 |
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11032303 |
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60283377 |
Apr 13, 2001 |
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60252468 |
Nov 22, 2000 |
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Current U.S.
Class: |
463/25 ;
463/29 |
Current CPC
Class: |
A63F 13/77 20140902;
A63F 13/335 20140902; G07F 17/3295 20130101; G07F 17/3218 20130101;
A63F 2300/5566 20130101; G07F 17/3241 20130101; G07F 17/3223
20130101; G07F 17/3239 20130101; A63F 13/12 20130101; A63F 13/352
20140902; G07F 17/3272 20130101; G06F 3/016 20130101; A63F 13/795
20140902; G07F 17/3237 20130101; G07F 17/3211 20130101; A63F
2300/204 20130101; A63F 2300/50 20130101; A63F 2300/534 20130101;
A63F 13/332 20140902; A63F 2300/5546 20130101; A63F 2300/406
20130101; G07F 17/3255 20130101 |
International
Class: |
G07F 17/32 20060101
G07F017/32; G06F 3/16 20060101 G06F003/16; G06F 3/00 20060101
G06F003/00 |
Claims
1-17. (canceled)
18. A handheld device capable of communicating with one or more
servers and one or more other handheld devices via one or more
wireless networks, the handheld device comprising: a processor; a
camera; memory to store instructions that when executed by the
processor result in the handheld device being capable of
performing, when the handheld device is in operation, operations
to: receive, by the handheld device, at least one request to
facilitate, at least in part, provision to the handheld device of
location information and user information, the location information
being associated with the one or more other handheld devices, the
user information being associated with one or more users of the one
or more other handheld devices, the location information being
capable of being based, at least in part, upon global positioning
system-related information and/or cellular-related information
associated with the one or more other handheld devices; permit, at
least in part, facilitation of provision to the one or more other
handheld devices of other location information and other user
information, the other location information being associated with
the handheld device, the other location information being capable
of being based, at least in part, upon other global positioning
system-related information and/or other cellular-related
information associated with the handheld device, the other user
information being associated with a user of the handheld device;
request, at least in part, by the handheld device, facilitation by
the one or more servers of at least one download to the one or more
other handheld devices from the one or more servers, the at least
one download being associated, at least in part, with at least one
entertainment service that the one or more servers are capable of
providing, at least in part, to the handheld device and the one or
more other handheld devices.
19. The handheld device of claim 18, wherein: the one or more
wireless networks comprise a cellular network and Internet
network.
20. The handheld device of claim 18, wherein: the handheld device
also comprises: a color display; speakers; and a microphone.
21. The handheld device of claim 18, wherein: the handheld device
is capable, when the handheld device is in the operation, of using,
at least in part: at least one news-related service; at least one
stock quotation service; at least one instant messaging service; at
least one email service; and at least one purchasing related
service.
22. The handheld device of claim 18, wherein: the at least one
entertainment service is capable of being associated with billing
for a purchase associated with the at least one entertainment
service.
23. One or more non-transitory computer-readable memories storing
instructions for execution by at least one processor of a handheld
device, the handheld device being capable, when the handheld device
is in operation, of communicating with one or more servers via one
or more wireless networks, the instructions when executed by the
processor of the handheld device resulting in the handheld device
being capable of performing operations comprising: receiving, by
the handheld device, at least one request to facilitate, at least
in part, provision to the handheld device of location information
and user information, the handheld device comprising a camera, the
location information being associated with the one or more other
handheld devices, the user information being associated with one or
more users of the one or more other handheld devices, the location
information being capable of being based, at least in part, upon
global positioning system-related information and/or
cellular-related information associated with the one or more other
handheld devices; permitting, at least in part, facilitation of
provision to the one or more other handheld devices of other
location information and other user information, the other location
information being associated with the handheld device, the other
location information being capable of being based, at least in
part, upon other global positioning system-related information
and/or other cellular-related information associated with the
handheld device, the other user information being associated with a
user of the handheld device; requesting, at least in part, by the
handheld device, facilitation by the one or more servers of at
least one download to the one or more other handheld devices from
the one or more servers, the at least one download being
associated, at least in part, with at least one entertainment
service that the one or more servers are capable of providing, at
least in part, to the handheld device and the one or more other
handheld devices.
24. The one or more non-transitory computer-readable memories of
claim 23, wherein: the one or more wireless networks comprise a
cellular network and Internet network.
25. The one or more non-transitory computer-readable memories of
claim 23, wherein: the handheld device also comprises: a color
display; speakers; and a microphone.
26. The one or more non-transitory computer-readable memories of
claim 23, wherein: the handheld device is capable, when the
handheld device is in the operation, of using, at least in part: at
least one news-related service; at least one stock quotation
service; at least one instant messaging service; at least one email
service; and at least one purchasing related service.
27. The one or more non-transitory computer-readable memories of
claim 23, wherein: the at least one entertainment service is
capable of being associated with billing for a purchase associated
with the at least one entertainment service.
28. One or more servers capable of communicating with a handheld
device and one or more other handheld devices via one or more
wireless networks when the handheld device and the one or more
other handheld devices are in operation, the one or more servers
comprising: at least one processor capable of executing software
resident, at least in part, at the one or more servers, the
software when executed resulting in the one or more servers being
capable of performing operations to: facilitate provision, in
response at least in part to at least one request received by the
handheld device, of location information and user information to
the handheld device, the handheld device comprising a camera, the
location information being associated with the one or more other
handheld devices, the user information being associated with one or
more users of the one or more other handheld devices, the location
information being capable of being based, at least in part, upon
global positioning system-related information and/or
cellular-related information associated with the one or more other
handheld devices; facilitate provision, as permitted by the
handheld device, to the one or more other handheld devices of other
location information and other user information, the other location
information being associated with the handheld device, the other
location information being capable of being based, at least in
part, upon other global positioning system-related information
and/or other cellular-related information associated with the
handheld device, the other user information being associated with a
user of the handheld device; and facilitate, as requested by the
handheld device, at least one download to the one or more other
handheld devices from the one or more servers, the at least one
download being associated, at least in part, with at least one
entertainment service that the one or more servers are capable of
providing, at least in part, to the handheld device and the one or
more other handheld devices.
29. The one or more servers of claim 28, wherein: the one or more
wireless networks comprise a cellular network and Internet
network.
30. The one or more servers of claim 28, wherein: the handheld
device also comprises: a color display; speakers; and a
microphone.
31. The one or more servers of claim 28, wherein: the handheld
device is capable, when the handheld device is in the operation, of
using, at least in part: at least one news-related service; at
least one stock quotation service; at least one instant messaging
service; at least one email service; and at least one purchasing
related service.
32. The one or more servers of claim 28, wherein: the at least one
entertainment service is capable of being associated with billing
for a purchase associated with the at least one entertainment
service.
33. One or more non-transitory computer-readable memories storing
instructions for execution by at least one processor of one or more
servers, the one or more servers being capable of communicating
with a handheld device and one or more other handheld devices via
one or more wireless networks when the handheld device and the one
or more other handheld devices are in operation, the instructions
when executed resulting in the one or more servers performing
operations comprising: facilitating provision, in response at least
in part to at least one request received by the handheld device, of
location information and user information to the handheld device,
the handheld device comprising a camera, the location information
being associated with the one or more other handheld devices, the
user information being associated with one or more users of the one
or more other handheld devices, the location information being
capable of being based, at least in part, upon global positioning
system-related information and/or cellular-related information
associated with the one or more other handheld devices;
facilitating provision, as permitted by the handheld device, to the
one or more other handheld devices of other location information
and other user information, the other location information being
associated with the handheld device, the other location information
being capable of being based, at least in part, upon other global
positioning system-related information and/or other
cellular-related information associated with the handheld device,
the other user information being associated with a user of the
handheld device; and facilitating, as requested by the handheld
device, at least one download to the one or more other handheld
devices from the one or more servers, the at least one download
being associated, at least in part, with at least one entertainment
service that the one or more servers are capable of providing, at
least in part, to the handheld device and the one or more other
handheld devices.
34. The one or more non-transitory computer-readable memories of
claim 33, wherein: the one or more wireless networks comprise a
cellular network and Internet network.
35. The one or more non-transitory computer-readable memories of
claim 33, wherein: the handheld device also comprises: a color
display; speakers; and a microphone.
36. The one or more non-transitory computer-readable memories of
claim 33, wherein: the handheld device is capable, when the
handheld device is in the operation, of using, at least in part: at
least one news-related service; at least one stock quotation
service; at least one instant messaging service; at least one email
service; and at least one purchasing related service.
37. The one or more non-transitory computer-readable memories of
claim 33, wherein: the at least one entertainment service is
capable of being associated with billing for a purchase associated
with the at least one entertainment service.
Description
[0001] This application is a continuation of U.S. patent
application Ser. No. 09/885,964 filed Jun. 22, 2001 and claims
priority from Provisional Patent Application Ser. No. 60/252,468,
entitled Method and System for Providing Interactive Services Over
a Wireless Communications Network, filed Nov. 22, 2000, and
Provisional Application Ser. No. 60/283,377, entitled Method and
System for Mediating Interactive Services Over a Wireless
Communications Network, filed Apr. 13, 2001, both of which are
incorporated herein by reference, as if fully set forth herein.
FIELD OF THE INVENTION
[0002] The present invention relates to an improved method and
system for providing interactive services over a wireless
communications network. In particular, the present invention
relates to a system and method for controlling the state of an
interactive application and controlling delivery of the interactive
application to one or more users. The interactive application is
preferably an entertainment application, such as a gaming
application.
BACKGROUND OF THE INVENTION
[0003] On-line entertainment has been popular for several years.
Typically, users connect to the Internet through their desktop
computer and enjoy computer-hosted games ranging from simple board
games, like backgammon, to more complex and graphic intensive
adventure games. Recently, developments in technology have enabled
users to engage in multi-player, interactive gaming sessions with
other users at remote locations. The ability to play a game with
friends, and even strangers, who are not similarly located creates
an exciting outlet for gaming aficionados.
[0004] Although in its infancy, interactive gaming has become
available to users over wireless networks. Using their mobile
handset as a game controller, users play games with other players
not in their area without being tied down to their desktop
computer. The thrill of interactive gaming coupled with the
convenience of being able to play anywhere through a mobile handset
makes wireless interactive gaming a very exciting, and potentially
profitable, opportunity for operators of wireless networks.
[0005] Interactive gaming over a wireless network, however, is not
without disadvantages. Latency and data transmission delays create
performance issues when gaming over any network, but are especially
troublesome over wireless communication networks. Many known
systems attempt to solve latency issues by offering only simplistic
games with no or low quality graphics that are unaffected by
communication delays. These systems, however, significantly
depreciate the user's gaming experience. In addition, many known
wireless interactive gaming systems are not truly interactive. Many
systems fail to adapt the state of play of the game based on the
skill of the players, features of the users' access devices, or the
users' connections to the network, leaving some players at a
significant disadvantage. Other known systems tax network capacity
and waste network resources to such a degree that network operators
must charge users prohibitively high service fees to avoid
significant losses. Still other systems fail to mediate the
environment on which the game is being played.
[0006] Others have attempted to provide multi-player, interactive
gaming over a network. For example, Vange, et al., U.S. Pat. No.
6,050,898, discloses a computer-based interactive gaming system
comprising a method for initiating and scaling a massive concurrent
data transaction. Vange discloses a system and method for
optimizing the transmission of computer-hosted game information
over a telecommunications link, such as the Internet.
[0007] European Patent Application No. 00660124.9, filed by Nokia
Corporation, discloses a method and apparatus for playing games
between the clients of entities at different locations.
Specifically, the Nokia application links multiple players together
to a game server through a network using the user's mobile phones.
The method involves connecting a (plurality of mobile phones
together to a game server through a network for playing the game.
The game server is connected to the network. The game scenario is
set up at the game server for each of the plurality of mobile
phones. The game signals are transmitted between the mobile phones
across the network via the game server.
[0008] European Patent Application No. 00660125.6, filed by Nokia
Corporation, discloses a multi-player game system using a mobile
telephone and game unit. The Nokia application discloses using a
mobile phone to download a game to separate game units and linking
the multiple users using a low power radio link.
[0009] European Patent Application No. 00660161.1 filed by Nokia
Corporation discloses a system for profiling mobile station
activity in a predictive command wireless game system. The
application discloses a system and method for customizing an
interactive, text-based game based on mobile station activity.
[0010] Although many of the prior known gaming systems claim to
offer an enhanced, interactive gaming experience, none of the prior
known systems of which the present inventors are aware offer a
fully interactive real time gaming experience, with high resolution
graphics, while efficiently using network resources, managing the
game state for a level playing experience among users, and/or
offering those services at a low, fixed, monthly service charge,
that is not based on minutes of use, over a wireless network
communications.
[0011] The present invention, in contrast, addresses the problem of
how to deliver an enhanced, interactive game experience efficiently
and cost effectively. In particular, the system and method of the
present invention preferably offer a realtime, interactive
experience and improve control of the transfer of game state
information. In addition, the present invention preferably controls
the game state for a level playing experience and controls delivery
of the interactive application to the user to optimize the
utilization of limited network bandwidth. This enables the operator
to provide a more enhanced interactive gaming experience with the
same amount of network resources. This also creates the possibility
of providing a wireless game service to end users at a flat monthly
rate, rather than on a "per unit of time" basis. In this regard,
the pricing model of Assignee's Cricket.TM. wireless
telecommunications services may preferably be adopted.
OBJECTS OF THE INVENTION
[0012] It is therefore an object of the present invention to
improve market penetration of interactive wireless services.
[0013] Another object of a preferred embodiment of the present
invention is to improve market penetration of wireless interactive
gaming devices.
[0014] A further object of the present invention is to reduce the
cost to the system operator of delivering interactive
applications.
[0015] Yet another object of a preferred embodiment of the present
invention is to reduce the cost to the system operator of wireless
game service.
[0016] An additional object of a preferred embodiment of the
present invention is to reduce the degree to which interactive
wireless services are network dependent.
[0017] Another object of a preferred embodiment of the present
invention is to reduce the degree to which interactive wireless
services are time of day dependent.
[0018] A further object of the present invention is to increase the
availability of interactive wireless services.
[0019] Yet another object of the present invention is to more
efficiently utilize network capacity.
[0020] An additional object of a preferred embodiment of the
present invention is to more efficiently use network capacity for
interactive wireless gaming applications.
[0021] A further object of a preferred embodiment of the present
invention is to adjust the interactive application to match
applicable data transfer requirements of the wireless network.
[0022] Another object of a preferred embodiment of the present
invention is to maintain a substantial amount of the software
required to operate the interactive application on the personal
handset device as opposed to the network.
[0023] A further object of a preferred embodiment of the present
invention is to maintain a substantial amount of the instructions
required to operate the interactive application on the personal
handset device as opposed to the network, in order to reduce
network traffic.
[0024] An additional object of a preferred embodiment of the
present invention is to adapt the wireless transmissions between
the network and the personal device to reduce latency.
[0025] A further object of the present invention is to limit the
latency of the response of the interactive application.
[0026] Another object of a preferred embodiment of the present
invention is to provide a reduced cost interactive service.
[0027] Yet another object of a preferred embodiment of the present
invention is to increase the perceived speed of interactive
use.
[0028] An additional object of a preferred embodiment of the
present invention is to reduce the differences in latency between
users of the interactive service.
[0029] Another object of a preferred embodiment of the present
invention is to achieve a consistent level of latency between users
of the interactive service.
[0030] A further object of a preferred embodiment of the present
invention is to create an even playing field for the interactive
services.
[0031] Yet another object of a preferred embodiment of the present
invention is to eliminate differentials that may exist between
users of the interactive service based upon differences in download
or modem speed between the portable handheld devices.
[0032] An additional object of the present invention is to provide
a more cost effective way to deliver interactive services to end
users.
[0033] Another object of a preferred embodiment of the present
invention is to support an interactive gaming community.
[0034] Additional objects and advantages of the invention are set
forth, in part, in the description which follows and, in part, will
be obvious from the description or may be learned by practice of
the invention. The objects and advantages of the invention will be
realized in detail by means of the instrumentalities and
combinations particularly pointed out in the appended claims.
BRIEF SUMMARY OF THE INVENTION
[0035] As illustrated in the accompanying diagrams and disclosed in
the accompanying claims, the invention is a system for providing
one or more wireless interactive applications to one or more users.
The system comprises: a wireless communication network; one or more
servers, cooperating with the network to deliver one or more
interactive application(s) to the one or more users; and one or
more wireless access devices, in communication with said network.
The one or more wireless access devices receive communication from
the server to facilitate the users accessing the one or more
wireless interactive applications on the wireless access
device.
[0036] In an alternative preferred embodiment, the present
invention comprises: a wireless communications network; an
interactive application delivered over the wireless network to one
or more users; one or more wireless access devices adapted to
receive and render the interactive application to the user; control
means for controlling the state of the interactive application; and
network mediation means for controlling delivery of the interactive
application to the one or more users.
[0037] In another alternative preferred embodiment, the present
invention is a system for providing one or more wireless
interactive applications to one or more users. The system
comprises: a wireless communication network adapted for
transmission of communications to facilitate the one or more
interactive applications at less than the full frame rate of voice
communications, and one or more servers, cooperating with the
network to deliver one or more interactive application(s) to the
one or more users. The system may also include one or more wireless
access devices, in communication with the network. The one or more
wireless access devices receive communications from the server to
facilitate the users accessing the one or more wireless interactive
applications on the wireless access device. The one or more
interactive applications preferably further comprise high
resolution game applications featuring high resolution graphics,
and may reside on the wireless access device.
[0038] In yet another alternative preferred embodiment, the present
invention is a method for providing one or more interactive
applications to one or more users of a wireless communication
network. The method according to the present invention comprises
the steps of: initiating a request for wireless interactive
services to the network; sending communications to the network to
request the interactive application; compiling the request and
communicating to a wireless access device software necessary to
perform the one or more interactive application; and initiating the
interactive application. The method preferably further includes the
steps of: communicating to the network one or more degrees of
freedom of the interactive application; storing information about
changes in state of one or more of the degrees of freedom caching
the information, communicating the cached information to the server
in order to efficiently utilize network resources (said wireless
access device communicating signals reflecting the change of state
of the interactive application); maintaining one or more
interactive applications on the server; synchronizing the
interactive applications among the users; and communicating updates
to the one or more interactive applications until play is concluded
or terminated.
[0039] It will be apparent to persons of ordinary skill in the art
that modification and variations may be made in the present
invention without departing from the scope or spirit of the
invention. For example, the one or more interactive applications
according to the present invention preferably comprise a range of
latency values along a continuum, for example: less than about 30
s; less than about 10 s; less than about 1 s; less than about 500
ms; less than about 300 ms; and/or less than about 200 ms. The one
or more interactive applications according to the present invention
may also comprise high resolution graphics.
[0040] Furthermore, the wireless access device according to the
present invention preferably comprises a handheld device. The
wireless access device preferably comprises an 8 bit
microprocessor, wherein the microprocessor may further comprise a
clock speed of greater than about 4 MHz. The wireless access device
preferably further comprises a range of memory capability along a
continuum, for example: greater than about 256 Kb memory; greater
than about 512 Kb memory; greater than about 1 Mb memory, greater
than about 2 Mb memory; greater than about 4 Mb of memory; or
greater than about 8 Mb of memory.
[0041] The wireless access device according to the present
invention preferably comprises video display having a range of
resolution along a continuum, for example: in excess of
160.times.144 pixels, or 240.times.160 pixels, and may comprise a
black and white, monochrome, or color display. The color display
may be capable of rendering more than for example about 256 colors;
2,000 colors; 24,000 colors; 32,000 colors; or 64,000 colors or
other values along a continuum. The wireless access device may
comprise battery power sufficient to power the device for more than
about 30 hours. In addition, the wireless access device may
comprise a 16 bit microprocessor; a 32 bit microprocessor; and/or a
32 bit RISC microprocessor or any other value along a continuum.
The microprocessor preferably has a clock speed of greater than
about 8 MHz, and may have a clock speed of greater than 16 Mhz or
any other value along a continuum. The memory of the microprocessor
may be external to the microprocessor. In addition, the wireless
access device may comprise VRAM and/or WRAM memory.
[0042] The users of the system according to the present invention
may be one or more users and preferably comprise up to eight or
more simultaneous users. In addition, the system according to the
present invention preferably conserves network resources relative
to voice traffic. The communication from the network to the
wireless access device may occur at a full frame rate. Moreover,
the communication from the network to the wireless access device
may occur at a half frame rate or other or other levels, more
conservative of bandwidth.
[0043] Furthermore, the wireless access device according to the
present invention preferably caches information regarding the
interactive application, fills data packets, and/or dispatches the
communications to ensure efficient use of the network. In addition,
the application feature according to the present invention offers
the user more than three degrees of freedom. The application
feature may reside on the wireless access device.
[0044] Thus, it is intended that the present invention include the
variations and modifications that may be used in conjunction with
the invention, provided they come within the scope of the appended
claims and their equivalents.
[0045] It is to be understood that both the foregoing general
description and the following detailed description are exemplary
and explanatory only, and are not restrictive of the invention as
claimed. The accompanying drawings, which are incorporated herein
by reference, and constitute a part of the specification,
illustrate certain embodiments of the invention, and together with
the detailed description, serve to explain the principles of the
present invention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0046] The present invention will now be described in connection
with the following figures in which like reference numbers refer to
like elements and wherein.
[0047] FIG. 1 is a schematic diagram illustrating a preferred
embodiment of the system of the present invention;
[0048] FIG. 2 is a schematic diagram illustrating an alternative
preferred embodiment of the system of the present invention;
[0049] FIG. 3 is a schematic diagram illustrating a preferred
embodiment of the method of the present invention;
[0050] FIG. 4 is a flowchart or process diagram illustrating the
synchronization process of a preferred embodiment of the present
invention;
[0051] FIG. 5 is a flowchart or process diagram illustrating the
synchronization process of an alternative preferred embodiment of
the present invention;
[0052] FIG. 6 is a flowchart or process diagram illustrating the
game mediation process of a preferred embodiment of the present
invention;
[0053] FIG. 7 is a flowchart or process diagram illustrating the
game mediation process of an alternative preferred embodiment of
the present invention;
[0054] FIG. 8 is a flowchart or process diagram illustrating the
game mediation process of an alternative preferred embodiment of
the present invention;
[0055] FIG. 9 is a flowchart or process diagram illustrating the
network mediation process of a preferred embodiment of the present
invention; and
[0056] FIG. 10 is a flowchart or process diagram illustrating the
network mediation process of an alternative preferred embodiment of
the present invention.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0057] Reference will now be made in detail to a preferred
embodiment of the method and system of the present invention, an
example of which is illustrated in the accompanying drawings. A
preferred embodiment of the present invention is shown in FIG. 1 as
interactive system 10. As shown in FIG. 1, the interactive system
10 comprises: a telecommunications network 100, an interactive
application 200 delivered over the network 100 to one or more
users; one or more wireless access devices 300 adapted to receive
and render the interactive application 200 to the user(s); a game
server 400; and interface 900.
[0058] A method of practicing a preferred embodiment of the
invention will be described, followed by a description of
alternative preferred embodiments of the system and method of the
present invention.
Method of a Preferred Embodiment of the Present Invention
[0059] A preferred embodiment of the method of the present
invention is depicted in FIGS. 3, 4, 5, and 8. As shown in FIG. 3,
the method of the present invention preferably comprises the steps
of: synchronizing 1000, controlling 2000, and mediating 3000 the
interactive application 200 rendered to the at least one wireless
access device 300.
[0060] A preferred embodiment of the synchronization process 1000
of the present invention is depicted in FIG. 4. The synchronization
process 1000 comprises the steps of: initiating the gaming session
1100, including initiating a connection between each of the
wireless access devices 200 (clients) and the game server 400;
synchronizing the clients 1200; synchronizing the server 1300; and
facilitating the interactive application (gaming) session 1400.
State of play is preferably synchronized between the various users
of the interactive entertainment service. In addition, the game is
preferably mediated and controlled to enhance the entertainment
experience, while efficiently managing control of the interface
between one or more wireless access devices of the users and the
wireless communications network.
[0061] FIG. 5 depicts a synchronization process 1000 of an
alternative preferred embodiment of the present invention. First,
in step 1110, the user logs on to the system. The user then
requests game play, in step 1120, from the game server 400. The
interactive system 10 then seeks to locate other players, in step
1130, and retrieves player information and past history about the
players whom it has located in step 1140. Alternatively, the player
information and past history may be retrieved after players are
selected for the current gaming session. Next, the interactive
system 10 retrieves game information, in step 1150. At this point
in the process, the game has been initiated, as shown in step 1410,
and the users are ready to begin play.
[0062] Game play preferably proceeds, subject to the
synchronization process 1000 of the present invention. As shown in
FIG. 5, prior to initiating game play, the system preferably checks
to insure synchronization between all users 1200. Prior to
initiating game play, state information is preferably supplied to
synchronization check timer 1310. The synchronization check timer
1310 cooperates with the game timer to determine whether or not the
system should confirm synchronization to any users with the game at
that point in time. If the game timer has not yet reached the point
at which synchronization is called for, the synchronization timer
1310 delivers the users to game play 1420.
[0063] As shown in FIG. 5, game play preferably proceeds until the
game timer equals the synchronization timer 1310. At that point,
the system requests state information from all users relative to
game information 1320. The users deliver state information from
each of the wireless access devices 200 to the master game server
400, in step 1330, and the master server tests whether there are
any differences in the state of play 1340. If there are no
differences in the state of play 1340 between the user(s) and the
game, the system delivers the user(s) back to the game to continue
play 1420.
[0064] If there are differences in the state of play between the
user(s) and/or the master server, the synchronization process 1000
of the present invention preferably determines and transmits the
required adjustments to the affected device in order to synchronize
all state machines, as shown in step 1350. The devices then receive
the new state information in step 1230.
[0065] If desired, the client applications initiate an algorithm to
adjust the state of play 1240. The system then determines whether
or not the state change requires smoothing in order to provide a
high quality interactive experience for the user, as shown in step
1210. If smoothing is desired, the system adjusts the state 1250
and returns the users to game play in step 1420. If smoothing is
required, the system initiates a smoothing algorithm, as shown in
step 1220, snapping the users to the new state. The state is
adjusted in step 1250 and the users are returned to play, as shown
in step 1420.
[0066] FIGS. 6, 7, and 8 depict alternative preferred embodiments
of the operation of the control means 600 of the present invention.
The control means 600 provides management of the real time state of
game play and preferably facilitates the game mediation process
2000 of the present invention. In a preferred embodiment, as shown
in FIG. 6, the game mediation process 2000 comprises the steps of:
initiating the gaming session 2100; matching skill levels of
players 2200; matching and accommodating device capabilities 2300;
facilitating game play 2400, and terminating the gaming session
2500.
[0067] As shown in FIGS. 7 and 8, in an alternative preferred
embodiment, the initiation step 2100 of the control process 2000
preferably further comprises the steps of: logging onto the system
2110; requesting game play 2120; and locating other potential
players 2130.
[0068] As shown in FIG. 8, the step of matching skill levels 2200,
which enables the system to evaluate the players' respective skill
levels and determine whether or not they wish to proceed,
preferably further comprises the steps of: retrieving player
information and past history 2210; retrieving game information
2220; determining the skill level of the respective potential
players 2230; notifying each of the prospective players of the
skill levels of the other potential players 2240; and requesting
each player if they wish to continue 2250. If the players wish to
continue, they proceed to the step of matching and accommodating
device capabilities 2300, for evaluating and resolving any
differences between the user's respective access devices and the
network. If the player(s) do(es) not wish to continue, the system
searches for other players 2260 with similar skill levels. Once
located, the player is returned to the step of locating other
players 2130.
[0069] If the player wishes to continue in spite of differences in
skill level, as determined in step 2250, the system evaluates the
capabilities of each user's connection and device in step 2305. The
differences in devices are preferably determined in step 2310. If
there are differences in the devices, the process preferably
proceeds to accommodate the device differences 2300.
[0070] FIG. 8 shows, for an alternative preferred embodiment of the
present invention, the further steps of accommodating device
differences 2300. This process of evaluating and resolving any
differences between the users' respective connections and devices
of the game mediation process 2000 of the present invention
preferably further comprises the steps of: querying the respective
devices regarding the capabilities of their processors 2365;
querying the respective devices regarding signal strength 2370;
querying the respective devices regarding their video capabilities
2375; querying the respective devices about latency 2380; and
evaluating the capabilities of each users' device 2305.
[0071] Any differences between the devices and connections are
determined. If there are differences between the devices, as
determined in step 2310, the process then compares the device
characteristics in step 2330. The process then determines the
lowest common capability set, as shown in step 2335 and issues
command applications, as shown in step 2340, to enable only the
capability set that has been determined. The process proceeds to
determine any differences between each users connection over the
network 100, as shown in step 2345. In a preferred embodiment, the
process further comprises running a ping test to determine
connection differences, as shown in step 2350. The process
continues by adjusting the game server parameters to communicate
with the devices according to their connection(s), as shown in step
2355, and, then initiating game play in step 2410. If there are no
differences between connections, the method proceeds instead
directly to step 2410 and the initiation of game play.
[0072] FIG. 7 depicts an alternative preferred embodiment of the
control process 2000, and in particular, the step 2300 of
accommodating device capabilities according to the present
invention. As shown in FIG. 7, the accommodating device
capabilities 2300 process of the present invention preferably
further comprises the steps of: determining one or more players'
skill level(s) from past performance or other criteria 2395;
evaluating the capabilities of each users' connection and device
2305; and adjusting the game server 400 to accommodate for device
and connection differences 2390.
[0073] FIG. 9 depicts a preferred embodiment of the mediation
process 3000 and in particular the network mediation process for
matching players of the present invention. As shown in FIG. 9, the
network mediation process 3000 of the present invention preferably
comprises the steps of: initiating an interactive session 3100;
locating potential players 3200; mediating the application 3300,
facilitating game play 3400; and terminating the gaming session
3500.
[0074] An alternative preferred embodiment of the mediation process
3000 of the present invention is shown in FIG. 10. The step of
initiating game play 3100, preferably further comprises the steps
of: logging on to the system 3110; requesting game play 3120; and
locating other players 3130. The step of locating players 3200
preferably further comprises the steps of: retrieving player
information and past history 3210, retrieving game information
3220, retrieving device information 3230; and determining whether
or not the device can provide location information 3240.
[0075] If the device or network does not comprise means to
determine and provide to the network or to other users the location
of the wireless access device 300, the process proceeds with the
step of enabling game play 3400. The step of enabling game play
preferably further comprises: setting up client-server
communications 3405; initiating game play 3410; enabling game play
3420; and ending the game play session 3430.
[0076] To the extent the device is able to provide location
information, the process preferably proceeds instead to the step of
locating and resolving peer-to-peer communications 3300. In a
preferred embodiment of the present invention, the step of
evaluating and resolving peer-to-peer communications preferably
further comprises the steps of: retrieving location information
from the respective devices 3310; determining whether or not the
devices are close enough to initiate peer-to-peer play 3320 (and if
they are not, proceeding with the step of game play 3400 as
described above); determining whether the devices are capable of
peer-to-peer play 3330 (and if they are not, proceeding with the
step of enabling game play 3400 described above); and setting up
peer-to-peer communications 3340.
[0077] Once peer-to-peer communications are established, as shown
in step 3340, the process preferably proceeds with the step of
initiating game play 3410. In a preferred embodiment, it would not
be necessary to set up client-server communication, as shown in
step 3405, in a peer-to-peer communication environment.
[0078] As shown in FIG. 10, the step of terminating a game session
preferably further comprises: determining whether or not the
session was a peer-to-peer communication 3510; uploading game and
player detail 3530 to the server(s) 400; and ending the session
3540. If the session was peer-to-peer, this process further
comprises the client reestablishing network connection to the
server, as shown in step 3520; uploading game and player detail to
the server(s), as shown in step 3530; and ending the session in
step 3540. If the session was not a peer-to-peer session, the
process proceeds with the steps of uploading the game and player
detail to the server 3530 and ending the session 3540.
[0079] It will be apparent to persons of ordinary skill that
various modifications and variations may be made in the process of
the present invention and, in particular, in the synchronization,
control, and mediation processes of the invention, without
departing from the spirit of the invention. For example, the
management and interaction of the presentation, action, and control
functionality can each reside at various locations in the system.
The system communicates and coordinates these functions between the
various users. The hardware and software used to perform these
functions, may reside at the wireless access device 200, network
100, or the game server 400, or any combination of those locations.
The different functional levels must communicate effectively with
one another. The system is adapted to enable them to communicate
and cooperate appropriately to achieve the objects of the present
invention. Thus, it is intended that the variations and
modifications be considered part of the invention, provided they
come within the scope of the appended claims and their
equivalents.
System of the Present Invention
[0080] As shown in FIG. 1, a preferred embodiment of the
interactive system 10 of the present invention comprises: a
telecommunications network 100; an interactive application 200
delivered over the network 100 to one or more users; one or more
user wireless access devices 300 adapted to receive and render the
interactive application 200 to the user; a game server 400; and an
interface 900.
[0081] In an alternate preferred embodiment of the present
invention, as shown in FIG. 2, the telecommunications network 100
is a wireless communications network. Other suitable embodiments of
the telecommunications network 100 of the present invention,
include, but are not limited to: Plain Old Telephone Service
(POTS); Public Switched Telephone Network (PSTN); Integrated
Services Digital Network (ISDN); Asymmetric Digital Subscriber
Lines (ASDL); any of various other types of Digital Subscriber
Lines (xDSL); Public Land Mobile Network (PLMN); the Internet;
cellular; Global System Mobile (GSM); General Packet Radio Services
(GPRS); Infrared Data Association (IrDA); Cellular Digital Packet
Data (CDPD); Enhanced Data Rates for Global (or GSM) Evolution
(EDGE); Universal Mobile Telecommunications System (UMTS), Ricochet
proprietary wireless packet network; wireless local loop (WLL);
Wireless Local Area Network (WLAN); 802.11; infrared; Bluetooth;
Wide Area Network (WAN); Local Area Network (LAN); Optical; Line of
Sight; satellite-based systems; Cable; User Datagram Protocol
(UDP); SMR (walkie talkies); any portion of the unlicensed
spectrum; wireline networks; and/or any other suitable
telecommunications network 100. Any communications network is
considered to be within the scope of the present invention,
provided it is adapted to render the interactive application 200 to
the user, as described herein.
[0082] The interactive system 10 of the present invention is
preferably adapted for use in conjunction with a wireless
communications network 100 that is data capable, as opposed to a
first generation cellular (voice only) network. The present
inventors anticipate that the wireless network 100 is preferably
based upon PCS, TDMA, CDMA, CDPD, CDMAone, or any other suitable
technology(ies) or standard(s) that are data capable.
[0083] As shown in FIG. 2, the wireless communications network 100
preferably further comprises one or more base station(s) 110, one
or more base station controller(s) (BSC) 120, and one or more
mobile switching center(s) (MSC) 130. As will be apparent to one of
ordinary skill in the art, each base station 110 includes a
transceiver (not shown) capable of transmitting signals to and
receiving signals from the wireless access devices 300. In
addition, each base station 110 is connected through the base
station controller 120 to the mobile switching center 130.
[0084] The mobile switching center 130 preferably cooperates with
the game server 400 through the Interworking Function ("IWF") 150.
The IWF 150 is preferably connected to the Internet 140. As will be
apparent to those of ordinary skill in the art, the IWF 150
comprises the necessary equipment and conversion algorithms to
permit seamless communication between the mobile switching center
130 and the mobile game server 400, despite potentially dissimilar
protocols supporting each of those components. Other embodiments of
the IWF 150, such as, for example, a PCE node, a PDSN node, or any
other node of similar functionality are considered within the scope
of the present invention.
[0085] The mobile switching center 130 is preferably linked to the
public switched telephone network (PSTN) 160. Further, in
cooperation with the mobile switching center 130, the interactive
system 10 preferably includes a home location register (HLR) 170
for identifying and/or verifying subscribers on the interactive
system 10. As will be apparent to those of ordinary skill in the
art, the wireless communications network 100 is adapted to allow
communication between the wireless access devices 300 and the game
server 400.
[0086] As shown in FIG. 2, the network 100 preferably further
comprises message means 800 for providing communication between
users. Message functions, such as SMS (Short Message Service),
Text, Voice, and chat, are preferably provided in conjunction with
the present invention in a manner known in the art prior to the
preset invention.
[0087] In a preferred embodiment, the wireless communications
network 100 is adapted to efficiently manage the air interface. In
contrast with prior known systems, the data transfer rates of the
present invention preferably are adapted to provide an enriched,
realistic interactive application, such as a game, while minimizing
the amount of bandwidth that is dedicated to providing the
interactive application 200. For example, in a preferred
embodiment, the interactive system 10 minimizes the number of
degrees of freedom that must be managed over the wireless network
100 by providing predefined subroutines on the wireless access
device 300.
[0088] In a preferred embodiment, the present invention efficiently
manages spawned degree of freedom information, such as, for
example, projectile information. In an interactive application
where a projectile, such as, a missile, a rope, an arrow, etc., is
launched, the system must transmit information and track movement
of two discrete objects (the projectile and the image launching
it). Prior known systems deliver multiple sets of instructions
across the air interface. Other prior known systems deliver only
one set of movement instructions, leading to a less realistic
gaming experience.
[0089] In the present invention, the trajectory of the projectile
preferably is calculated at the wireless access device 300, based
on formulae or other data to depict movement of the projectile. The
calculations, and the formulae required to make the calculations,
preferably are game specific and are part of the interactive
application 200 downloaded to the wireless access device 300. For
example, when the interactive application 200 requires a ball to be
thrown, the wireless access device 300 of the present invention
preferably locally evaluates the trajectory and depicts the path
that the ball will take, rather than sending and receiving multiple
instructions over the network depicting each stage of movement of
the ball. This prevents the present invention from tying up
valuable network capacity.
[0090] The wireless access device 300 preferably receives update
information from the game server 400, based on any conditions that
would alter the trajectory that is calculated at the wireless
access device 300. These may include, for example, shifts in wind
direction and magnitude, or other forces. The use of the network's
air interface remains efficient because the interactive system 10
preferably transmits only the minimum necessary information, in
contrast to prior known systems that transmit at a full frame rate,
regardless of the availability of or need for data for
transmission.
[0091] In a preferred embodiment, the present invention more
efficiently uses network resources by providing the least amount of
information necessary at each point to enable the wireless access
device 300 to render the interactive application 200. The present
inventors anticipate that a number of methods may be used to reduce
the amount of information necessary to enable the interactive
application. It will be apparent to persons of ordinary skill in
the art that various modifications and variations may be made and
the manner in which the air traffic required to produce the
interactive application may be reduced, without departing from the
scope of the invention as claimed. For example, the amount of
information transmitted over the wireless network 100 pertaining to
the degrees of freedom of the interactive application 200
preferably is reduced. This function may be accomplished by any
number of alternative and/or complimentary means. The instruction
set is preferably layered. Sets of instructions are preferably
grouped together in a logical fashion in order to reduce the amount
of air traffic necessary to actuate the movement of a game piece.
For example, the movement of a character that is running may be
broken into several series of actions and instructions layered to
depict groups of those actions. Arm movement may be depicted in one
series of instructions; leg movement could be depicted in another;
and movement of the character horizontally and/or vertically could
be depicted in yet other layers of instructions.
[0092] Similarly, in an alternative preferred embodiment, multiple
sets of instructions may be collapsed into a single instructions
set, set(s) of codes, or subroutine(s). Although this would require
creating a number of codes that represent the various actions the
character could maintain, it offers the potential for dramatically
reducing the amount of air interface traffic required to actuate
the game. For example, in an embodiment of the present invention,
many of the actions involved in the game are reduced to a single
subroutine. Activities such as running, jumping, throwing,
crawling, are reduced to a single or reduced instruction set so
that when the single or reduced instruction set is transmitted over
the wireless network 100, the character performs a series of
actions corresponding to that activity.
[0093] The present invention preferably provides an enriched
interactive gaming experience on a least cost basis. This is
accomplished by minimizing the traffic over the air interface and
more efficiently managing network resources. This enables the
system operator to keep costs lower than those with previously
known systems.
[0094] In a preferred embodiment of the present invention, the
interactive application 200 preferably further comprises: an
application 210; a device adaptation means 220; a communication
means 230; and a mediation means 240, based on various criteria
relating to the interaction of the users of the interactive
entertainment service.
[0095] The interactive application 200 preferably comprises,
without limitation, any one or more of the following: games;
entertainment services; stock quotations; message boards;
purchasing; advertising; news services; bill payment; instant
messaging; email; location-based information and services; and any
other interactive application. It will be apparent to persons of
ordinary skill in the art that any of various applications may be
adapted to be used with the present invention. Thus, it is intended
that the present invention include all of the various applications
that may be adapted to be used with the invention, provided they
come within the scope of the appended claims and their
equivalents.
[0096] The interactive application 200 is preferably further
adapted to cooperate with certain features of the wireless network
100 or of the wireless access device 300. In a preferred
embodiment, the wireless access device 300 preferably further
comprises: controls 310, peripherals 320, and a user interface 330.
The interactive application 200 may be adapted depending on the
platform, or the particular hardware or software being employed on
the wireless access device 300. Similarly, the interactive
application 200 is preferably adapted depending on physical
parameters, such as battery life for the form factor of the
wireless access device 300.
[0097] The communications means 230 of the interactive application
200 of the present invention preferably comprises any one or more
of: voice; physical feedback; text; video; images; attachments; or
location-based information. Preferably, the present invention may
be further adapted to provide, as applicable: voice mail; store and
forward features; hand messaging features; the ability to deliver
unique messages; email-, instant messaging; audio; video; images,
text; electronic cards, music; advertising; peer-to-peer
communications; geographic information; directions; and information
on any other subject.
[0098] The physical feedback embodiments of the communication means
230 of the interactive application 200 of the present invention are
preferably adapted to provide sensory input to the user comprising,
without limitation, one or more of: vibration, such as through the
use of a rumble pack; heat; pressure; sound, sight, through
enhanced visual effects; smell; touch; and any other sensation.
[0099] The control means 600 of the game server 400 of the present
invention preferably further includes a game mediation means 620
for mediating the interactive application 200 of the present
invention based on various parameters regarding the level of play
and the interaction of the users. The game mediation means 620 may
be embodied in the interactive application 200 as a software
application and/or in an algorithm that resides on one or more
servers in the interactive system 10.
[0100] As embodied herein, the wireless access device 300 is any
user device that is adapted to interface with the communications
network 100 to provide a multiplayer, interactive game. In the
preferred embodiment, the wireless access device 300 comprises a
wireless communications device such as a mobile phone. In other
alternative preferred embodiments, the wireless access device 300,
comprises: a personal digital assistant (PDA); a pager; a wireless
game controller; and/or an email device.
[0101] The wireless access device 300 preferably includes one or
more peripherals 320 comprising: headphones; earphones; cables;
joysticks; paddles; cameras; microphones; speakers and external
keypads.
[0102] The wireless access device 300 is adapted to run on any
platform necessary to provide the interactive application 200 and
the desired functionality of the interactive system 10. The
platform preferably includes any number of operating systems known
in the art, such as, for example, Palm, Windows, Symbian, Java,
Mac, or any other operating system capable of supporting the
functionality of the interactive system 10.
[0103] In an alternative preferred embodiment, the wireless access
device 300 is adapted to provide voice-over-packet services. These
services further comprise interactive group communications service,
such as the QChat application developed by Qualcomm. QChat serves
as a wireless extension of Internet Chat and instant messaging
services. These services are employed by minimizing the packet
frame size used for the communication during times of network
congestion or any other time determined by the carrier. The
voice-over-packet is preferably limited to halfrate frames to
minimize the amount of data sent at the expense of voice
quality.
[0104] In the preferred embodiment, as shown in FIGS. 1 and 2, the
present invention comprises the game server 400. The game server
400 preferably enables a user to play an interactive entertainment
application 210 and further comprises means for downloading,
purchasing, selling, and billing the user for the application 210.
The game server 400 comprises any server with a network interface
adapted for use in conjunction with the communications network 100,
the interactive application 200, and the wireless access device 300
of the present invention 10. In a preferred embodiment, the game
server 400 comprises a Sun Metra Platform. The applications (games)
210 are typically sold in client (single player) and server
(multi-player) versions. The game server 400 of the present
invention is adapted to provide games 210 and other applications
over a wireless communications network.
[0105] The game server 400 of the present invention preferably
further comprises: a synchronization means 500 for synchronizing
the state of play between the users and the network 100; a control
means 600 for controlling the state of the interactive application;
and a network mediation means 700 for controlling delivery of the
interactive application 200 to the one or more users. The game
server 400 preferably comprises one or more servers. The
synchronization means 500, the control means 600, and the network
mediation means 700 may reside on the same or different server(s).
As shown in FIG. 2, and will be apparent to those of ordinary skill
in the art, any of a number of configurations of the game server
400 would allow for communication with the interactive system 10 of
the present invention. For example, the functions of the game and
player databases 410 and 420, and of the synchronization means 500,
the control means 600, and the mediation means 700 may be embodied
in a single or multiple structures. Alternatively the game server
400 could be housed within or separate from the network 100 or any
of its components. The interface(s) 900 preferably are adapted
accordingly.
[0106] The game server 400 preferably further comprises a game
database 410 for storing various game software and/or other
interactive applications, and a player profile database 420 for
storing the profiles of subscribers to the interactive system 10.
The hardware employed its preferably of the type known in the art
for data storage and retrieval functions. Similarly, the
connections between the components of the game server 400, the
synchronization means 500, the control means 600, and the mediation
means 700, are preferably high speed, router-server connections, of
the type well known in the art.
[0107] In a preferred embodiment, the game server 400 of the
present invention further comprises the synchronization means 500,
for synchronizing the transmission and display of the interactive
application 200. The synchronization means 500 may be embodied in a
software application and/or an algorithm that resides on the game
server 400. The synchronization means 500 is adapted to enable the
user to experience a robust and jitter-free gaming environment. The
synchronization means 500 identifies when any of the players are in
a game state that is not the same as the game state of the server,
or of the other players. The game server 400 preferably calculates
the correct game state. The synchronization means 500 is adapted to
cooperate with the game server 400 which provides information about
the state the player should be in. The synchronization means 500
orders the interactive application 200 to make the appropriate
changes to bring the players into synchronization.
[0108] Gaming applications 210 are typically subject to creep or
wander problems. It is preferable, therefore, to maintain
synchronization between each wireless access device 300 and the
network 100, relative to the state of play of the interactive
application 200. That is, each player in the interactive session
should see on their display the same state of the game as each of
the other players. This synchronization of the game state may be
accomplished in the present invention through any of a number of
mechanisms including, without limitation, providing separate
synchronization means 500 for synchronizing the systems; monitoring
the manner in which the system is mediated; or imposing separate
software systems or control features to limit or eliminate creep
and wander.
[0109] In the preferred embodiment, the wireless access device 300
will transmit its overall state information to the synchronization
means 500 at a given interval. The timing and length of the
interval will vary depending on the interactive application (game)
being played, its complexity, and the number of degrees of freedom
involved. The synchronization means 500 will then determine, based
on the state information it receives from all of the wireless
access devices 300 in the particular interactive session, what
actions, if any, need to be taken.
[0110] The control means 600 of the present invention preferably is
adapted to manage the realtime state of play of the interactive
application 200; maintain overall synchronization of players during
the game; ensure proper distribution of information to and from the
players; and route information to the appropriate players as
required. The control means 600 is preferably further adapted to
determine or place users into different networks as appropriate for
game play. This function is preferably accomplished through
cooperation with and based on information supplied by the mediation
means 700, as well as by the users' themselves.
[0111] The control means 600 preferably comprises a server of the
type well known in the art. The control means 600 preferably
further comprises a generic processor operating at a fast clock
rate, such as a Sun SPARC work station. The processor may be a
single, dual, multiple, distributed, or multithreading processor.
In a preferred embodiment, the game server 400 of the present
invention preferably operates at the router frame rate and provides
handicapping, based upon information supplied by users and or the
users' profile(s) from player database 420. The control means 600
also preferably provides error correction functions.
[0112] The control means 600 preferably further comprises the game
mediation means 620. When users of different skill levels interact
in an application, the game mediation means 620 preferably defines
the state of play in order to achieve a level playing experience.
Because the game mediation means 620 has access to each player's
profile in the player database 420, the game mediation means 620
has access to information such as, for example, how well the player
has performed on a particular game, in the past, and how often they
have played a particular game. With this information, the game
mediation means 620 preferably assigns a rating to a player for a
particular game. Individual game ranking is stored in a user's
profile stored in the player database 420. The game mediation means
620 preferably allows players to enter into the interactive session
who are within a given rating for the game being played. In
alternative preferred embodiments, the game mediation means 620
notifies players in the interactive session that one player may be
more (or less) skilled than another.
[0113] Alternatively, the game mediation means 620 preferably
mediates the interactive application 200 based on features of the
wireless access devices 300 in a particular interactive session
and/or other factors relevant to a player's gaming experience. The
game mediation means 620 preferably further comprises one or more
of the following features: display; processor; user preference;
language; file support; identity of the user; other features or
characteristics of the user; the access device being employed; the
control means being used; bandwidth requirements; and ping rate.
The game mediation means 620 is preferably in communication with
each wireless access device 300 prior to the start of a gaming
session, the present invention preferably is supplied with
information regarding these various factors.
[0114] In alternative preferred embodiments of the present
invention, the control means 600 performs the processes illustrated
in FIGS. 5, 6, and 7. After the user has logged onto the system and
requested game play, the interactive system 10 locates other
players who wish to participate in the interactive gaming session.
The control means 600 retrieves player information from the player
database 420 and game information from the game database 410. The
control means 600 retrieves information about each wireless access
device 300 and its connection over the wireless network 100. The
control means 600 then determines the skill level of the players
who have indicated that they wish to join the gaming session.
[0115] The process of determining a player's skill level preferably
comprises determining the player's past performance at playing this
particular game and ranking the players based on past performance.
The ranking system used by the control means 600 preferably
includes scalable nomenclature, which may be as simple as a
numerical ranking from 1 (novice) to 5 (expert), or may comprise
any nomenclature adapted to application 200. The control means 600
communicates each player's skill level to other players. Each user
is then prompted on their wireless access device 300 whether they
wish to continue playing. If any players choose to opt out of the
gaming session, the system may be adapted to locate replacement
players.
[0116] After the system establishes the players, the control means
600 evaluates the capabilities of each of the users based on their
wireless access device 300 and their connection to the wireless
communications network 100, as discussed above. The control means
600 then preferably compensates for skill, device, and connection
differences as shown in FIGS. 5, 6, and 7.
[0117] The control means 600 of the present invention preferably is
further adapted to provide an enriched data environment, without
sacrificing the efficient management of the air interface. Each
wireless access device 300 may have high resolution, and may be
black and white, monochrome, or color. In a preferred embodiment,
the present invention preferably further comprises a color
management means 350 for managing the delivery of color to the
wireless access device 300. In an alternative preferred embodiment,
the invention comprises interlacing techniques such as those known
in the broadcast industry. When color is used, the interactive
system 10 of the present invention provides an efficient, yet
enriched, data environment by defining color as a degree of
freedom.
[0118] For example, the facial color of a character in the
interactive application 200 is preferably defined by one degree of
freedom with three states (e.g., orange, red, and purple). The face
may be defined in the (client) wireless access device 300 by
transmitting only the state of the facial color over the air
interface. When the character's face becomes bruised, for example,
the interactive system 10 transmits "purple" state information
only. In addition, in a manner similar to that by which the
trajectory of a projectile is calculated, the present invention
further reduces airlink traffic by calculating the state
information at the wireless access device 300 instead of
transmitting the information over the network. For example, if
events x and y occur, the wireless access device 300 is adapted to
display a color state z.
[0119] The control means 600 of the present invention is preferably
adapted to use user profiles stored on the player database 420 for
providing a personalized, interactive application. For example, the
user profile preferably comprises information about a user's
experience level, enabling the interactive system 10 to supplement
the interactive application with personalized messages, such as
prompts, game hints, and help files. The user profile preferably
further comprises: the genre(s) of application(s) in which the user
is interested, a user's skill rank for a particular game, training
files to allow a user to improve his/her skill level at a
particular game, and messages aimed at taunting the user during
play. The network infrastructure for providing the user profile
functionality to the control means 600 of the present invention
preferably further comprises the subject matter described in U.S.
Provisional patent application Ser. No. ______, entitled "Method
and System for Content Distribution Over a Wireless Communications
System," filed Mar. 16, 2001, which is incorporated herein by
reference as if fully set forth herein.
[0120] The control means 600 of the present invention is preferably
further adapted to monitor and/or limit a user's access to
particular interactive applications. For example, the control means
600 may prevent a user from accessing an interactive application
that the user's wireless access device 300 is not capable of
supporting (lack of graphics capability, lack of processing speed,
software version incompatibility, etc.), or may limit a user's
access to a particular gaming application if the user has not
attained, or maintained, a certain skill level (too skilled or not
skilled enough). In this manner, the control means 600 may be
adapted to sort stored user profiles and match users based on
predefined ranges of skill, equipment specifications, and/or other
attributes. The control means 600 is preferably further adapted to
allow users to request to play other users that may be outside
these ranges. In these instances, the control means 600 preferably
notifies the users of the (dis)advantages of the other player(s).
The control means 600 preferably further comprises a handicapping
mechanism for leveling the playing field.
[0121] The control means 600 is preferably further adapted to
recognize the location of a wireless access device 300. The control
means 600 may further comprise software that recognizes the GPS
and/or ANI address information of the user or the wireless access
device 300. Location information is preferably gathered and
transmitted by the wireless access device 300, using GPS and
location software and/or estimation methods of the type known in
the art. For example, location information may be estimated by the
interactive system 10 based on any one or more of prior known
methods, comprising one or more of: round trip signal delay;
triangulation; received power; and the cell site location with
which the wireless access device 300 is in communication.
[0122] In a preferred embodiment of the present invention, the
control means 600 is further adapted to provide administration
services. The control means 600 preferably stores directories of
users of the interactive system 10, allocated into certain affinity
groups, or interactive communities. The present invention
preferably comprises administrative service means and interactive
community functionality, as disclosed in U.S. patent application
Ser. No. 09/833,656, entitled "Method and System to Facilitate
Interaction Between and Content Delivery to Users of a Wireless
Communications Network," filed Apr. 13, 2001, which is incorporated
herein by reference as if fully set forth herein.
[0123] The control means 600 of the present invention preferably
further comprises a game management means 610 for managing a
particular gaming interactive application. The game management
means 610 is adapted to alter the overall states of certain global
degrees of freedom. For example, the game management means 610
adjusts the conditions of the field of play for a gaming
application by providing instructions to the wireless access device
300 for rain, snow, wind, or any other change of field or state of
play conditions. The instructions preferably are provided to the
wireless access device 300 in an arbitrary fashion, or according to
a schedule stored in the control means 600. In the preferred
embodiment of the present invention, the game management means 610
is an algorithm or software means designed for a specific gaming
application 200. In an alternative preferred embodiment, the game
management means 610 is performed through human intervention at the
administrator level of the wireless communication network.
[0124] The control means 600 preferably further comprises error
correction means 630 for minimizing transmission errors during
delivery of the interactive application. The error correction means
630 comprises any of the known error correction techniques, for
example: block coding methods; convolutional coding methods; or any
other error correction methods known by those of ordinary skill in
the art.
[0125] It will be apparent to persons of ordinary skill in the art
that numerous variations may be made in the present invention,
without departing from the scope and spirit of the present
invention. In the preferred embodiment, users are billed according
to Assignee's Cricket.TM. business model. Users may be billed based
upon: a flat rate with unlimited use; on a pre-paid basis; based on
minutes of use; on a pay per play basis; and/or any combination of
known billing methods. In addition, the provision of the
interactive application 200 to the user may be sponsored, such that
the user receives a discounted or subsidized rate, in return for
listening to personalized advertisements before, during, and/or
after the interactive session. The control means 600 preferably is
adapted to manage these billing functions.
[0126] The control means 600 of the present invention preferably
further comprises means to maintain a persistent state of play. For
example, a user may end an interactive gaming session and the
control means 600 will store the session so that the user may
resume the session at a later time. Alternatively, if the user ends
a gaming session that included multiple players, the control means
600 is preferably adapted to store the session so that it may be
resumed by all or certain of the players at a later time.
[0127] The control means 600 preferably further comprises back up,
fail over, and/or redundancy systems to prevent data, such as a
user profile and/or stored gaming session information, from being
lost. The control means 600 preferably comprises known systems and
methods, such as, for example, RAID storage, active mirroring of
information, hear-beat signaling, load sharing, and/or any other
methods known by those of ordinary skill in the art.
[0128] In a preferred embodiment, the network mediation means 700
of the present invention is adapted to match players for
multi-player gaming. The network mediation means 700 preferably
employs user profile information to establish the application 210
adapting the gaming parameters to control: latency; degrees of
freedom; skill levels; and device and connection types. The network
mediation means 700 preferably employs means similar to those used
by the control means 600, yet, the network mediation means 700 need
not run as close to real time as the control means 600 in a
preferred embodiment of the present invention.
[0129] The network mediation means 700 preferably mediates
communications based upon specifications of each wireless access
device 300, the interactive application 200, location of the user,
and user profiles stored by the control means 600. Once it has
determined that peer-to-peer communication is possible for a
particular interactive session, the network mediation means 700
preferably directs each wireless access device 300 to engage in a
peer-to-peer interactive session. During this session, each
wireless access device 300 would download any necessary information
from the interactive system 10, and send limited information to the
system 10 to maintain the proper level of knowledge required to
provide an enhanced interactive experience. This information
preferably would include, for example, final scores, standings,
and/or any other game related statistics that may provide the
system with a better understanding of the user and their
experience. In addition, information may be sent from the network
to the wireless access device 300, such as, for example,
personalized messages and/or advertisements that are not resident
on the device.
[0130] Other than the limited information sent to or from the
wireless access device 300 during peer-to-peer mode, the wireless
access devices 300 communicate directly with each other the
necessary information to maintain the game. This is advantageous
because it reduces the amount of information that is transmitted
across the wireless network 100 and reduces the operator's service
costs without infringing on the user's playing experience.
[0131] The network mediation means 700 preferably is embodied in a
software application and/or algorithm that resides on one or more
servers in the interactive system 10. The network mediation means
700 preferably delivers the interactive application through a
client-server environment over the wireless network 100. In an
alternative preferred embodiment, the network mediation means 700
delivers the interactive application in a peer-to-peer environment
independent of the wireless network 100. In other embodiments, the
network mediation means 700 preferably delivers the interactive
application in a hybrid environment that incorporates the
client-server environment in conjunction with the independent
peer-to-peer environment.
[0132] Delivery of the interactive application by the network
mediation means 700 preferably is based on many factors. The
network mediation means 700 preferably takes into account the
spectral efficiency of the wireless network 100. For a particular
interactive application session at a given time, the higher the
spectral efficiency of the wireless network 100, the more of the
interactive application that can reside on the server in the
interactive system 10. In contrast, when spectral efficiency is
low, the network mediation means 700 preferably sends more of, or
the entire, interactive application to the user's wireless access
device (preferably at low network usage times) so that the
application may be used in a peer-to-peer or hybrid
environment.
[0133] Mediation and delivery of the interactive application
preferably further depends on the value of the interactive
application itself and the corresponding security measures
appropriate to protect the interactive application 200. For
example, a proprietary video game that is valuable to the system
operator would preferably be stored substantially on the server and
would not be downloaded substantially to the (client) wireless
access device 300. Less valuable games preferably would be
distributed substantially or completely to the client devices in
order to reduce air traffic and conserve network resources.
[0134] In an alternative preferred embodiment, service is rendered
on a hybrid basis. In a hybrid scenario, the structures, functions,
and steps involved are substantially the same. If the interactive
system 10 determines that it is desirable to provide some degree of
peer-to-peer play, it is adapted to do so. Synchronization
information is preferably passed from the devices running
peer-to-peer to the network. The system will also receive any
changes required to maintain synchronization from the network. In
the event that some devices are on alternate network types (i.e.,
802.11), synchronization commands are preferably sent to the
devices over that alternative network. All other game commands are
preferably sent through the selected means (i.e., peer-to-peer).
Thus, the system is adapted to provide efficient air link
utilization.
[0135] The present invention (preferably further comprises
interfaces 900 in certain embodiments, for enabling communication
between the various components of the invention. The interface
connections 900 between the wireless network 100 and the game
server 400 preferably are accomplished over any one or more of the
interface links 900 shown in FIG. 2. In a preferred embodiment, the
BSC 120 and/or the MSC 130 are preferably connected to the game
server 400 over the "L Interface" 910 (Standard IS-658, which is
incorporated herein by reference) in a manner conventional in the
art. Similarly, the IWF 150 is preferably connected to the game
server 400, the control means 600, and/or the mediation means 700
over TCP, IP, or Mobile IP protocols 910 in a manner known in the
art. TCP, IP, and/or Mobile IP protocols are promulgated by
standards setting organizations such as the IETF, which standards
are well known in the art and are incorporated herein by reference.
In alternative preferred embodiments, other interface protocols,
such as WAP (Wireless Application Protocol), CPDP, Mobitex,
DataTac, i-Mode, or other protocols may be adapted to the present
invention.
[0136] Various equipment manufacturers have implemented the
standards in a manner that is adapted to their equipment. Lucent,
Nokia, Ericsson, and other equipment manufacturers have each
adapted the interface standards to their particular equipment and
applications. Thus, it is intended that the interfaces 900 of the
present invention be adapted to the implementation of the standards
by the manufacturer of the equipment being employed.
[0137] In a preferred embodiment, the interface 900 between the
user access device 300 and the network 100 is of a type known in
the art of wireless communications services. Preferably, the
network 100 is adapted to send variable length, rather than full
length packets as is conventional in the art prior to the present
invention. Packet transmission is preferably controlled to override
the full length packet filler. Standard bin sizes (full, half,
quarter, eighth) are preferably used and the transmission rate of
the packets is preferably fixed, although these variables may also
be adapted to improve the efficiency of use of the air interface.
The present invention preferably forces the manner in which bits
are packed within frames to improve the efficiency of use of the
air interface.
[0138] Interface connections between various of the components of
the game server 400, and in particular, the game database 410, the
user database 420, the synchronization means 500, the control means
600, and the mediation means 700, of the present invention are
preferably high speed router protocol connections of the type well
known in the art.
[0139] The wireless network 100 preferably further comprises a
plurality of "information service stations," or sub-networks, which
may be located at various locations, such as, convenience stores,
gas stations, and shopping malls, where a user may make a high
speed or broadband connection with the wireless network 100 and
receive updates relating to the interactive application 200 being
used. Sub-networks are preferably adapted to have their own
characteristics in addition to the characteristics of the master
wireless network 100. For example, a user in a specific
sub-network, such as, for example, a shopping mall, may receive
information, as part of the interactive application 200, about
stores located within the mall. A user may be notified about other
users/players that are in the sub-network that the user may want to
join in the interactive session. Finding potential players
proximate (discussed below) to a particular user would enable the
network mediation means 700 to join the players, at least in part,
in a peer-to-peer environment, which allows for more efficient use
of the network resources and enables more real-time interactive
play. Sub-networks may offer lower cost service than the wireless
network 100.
[0140] The delivery of the interactive application 200 by the
network mediation means 700 preferably is further based on the
proximity of the various users to one another. For example, if the
multiple users are all located in close proximity to one another,
for example, in the range of about 10 meters to about 100 meters,
the network mediation means 700 will deliver the interactive
applications to the user access devices 300 and enable their
interactive session to occur in a peer-to-peer environment. In this
instance, the wireless network 100 may resemble, for example, a
Bluetooth network.
[0141] The present inventors anticipate that the system and method
of the present invention are fully compatible and usable in
conjunction with PC based games, as well as Internet applications,
and TV-based games. In addition, the present inventors anticipate
that the service employing the system and method of the present
invention may be offered as a flat rate offering in conjunction
with services such as Assignee's CricketT" wireless communications
service. Such services may be offered on a prepaid billing service
for game purchase.
[0142] Numerous other variations and modification will be apparent
to persons of ordinary skill that will facilitate the delivery of
wireless interactive applications, at high level of graphic
quality, while more efficiently using network bandwidth and
resources than prior known systems and methods. Thus, it is
intended that the present invention include the variations and
modification that may be used in conjunction with them, provided
they come within the scope of the appended claims and their
equivalents.
* * * * *