WO2004028651A1 - Data processing system and method of operation - Google Patents
Data processing system and method of operation Download PDFInfo
- Publication number
- WO2004028651A1 WO2004028651A1 PCT/IB2003/004084 IB0304084W WO2004028651A1 WO 2004028651 A1 WO2004028651 A1 WO 2004028651A1 IB 0304084 W IB0304084 W IB 0304084W WO 2004028651 A1 WO2004028651 A1 WO 2004028651A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- user
- cells
- cell
- channels
- channel
- Prior art date
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Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
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- A63F13/12—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/825—Fostering virtual characters
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/332—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/534—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8082—Virtual reality
Definitions
- This invention relates to a data processing system for executing a multiple user game or other application in which users interact with one another in a cellularised virtual environment, and also video game or interaction apparatus for use therewith.
- the system is suited to games or applications taking place over a wide-area-network (WAN).
- WAN wide-area-network
- Massive multiplayer role playing games (MMRPG) software is readily available on the computer games market and is ever increasing in popularity. Users load the software onto personal user interface devices such as PCs allowing them to interact with other players (who also possess similar software) via a WAN and a central server.
- Such games commonly involve a virtual environment in which the players control a respective character moving around the environment interacting with other characters and with the "virtual" surroundings.
- the central server serves to communicate with the individual players over the WAN supplying them with game state data relating to the present state of the game.
- game state data relating to the present state of the game.
- this may include the location of each character in the virtual environment, various attributes relating to other characters or virtual objects possessed by the characters.
- US-A-6,025,801 describes a method and system for processing a multiuser software application and whose contents are incorporated herein by reference.
- a virtual environment is composed of adjacent geographic cells. Game state change is communicated to a user and which state change relates to the cell in which the user resides and to adjacent cells within a specified range.
- a data processing system comprising a server for processing a software application enabling interaction among multiple users sharing a virtual environment represented geographically as a plurality of cells, each user being represented at a virtual location in said environment, and a plurality of user- interface apparatus each for receiving state data relating to said environment from said server via a plurality of channels, wherein each cell is associated with one of said channels, and at least one of said user-interface apparatus is operable to receive the channel associated with the cell in which the respective user's representation is located.
- the user-interface apparatus can tune to the required channel so as to receive the state data relevant to the respective user and disregard other, less relevant channels.
- user- interface devices process less data during the application thus improving the efficiency of the data processing system and allowing the users to interact with one another in a more realistic manner.
- the association between the cells and the channels provides for a well structured data transfer method using a plurality of channels broadcast from the server.
- the cells may overlap with adjacent cells. This allows a smoother transition in the supply of state data to a user as the user's representation moves from one cell to another. Therefore, when the representation is located in the overlap region of two adjacent cells, the respective user-interface apparatus can receive the channel associated with either one of the two cells.
- the cells can, by way of example, be arranged in a 2-D row and column matrix formation. To provide overlapping cells in a 2-D virtual environment the cells are preferably arranged in a first and a second matrix such that a cell in the first matrix overlies four cells in the second matrix. This allows each location in the virtual environment to be represented by at least two different cells each offset from one another.
- more than one of the cells can be associated with one, or more, of the channels.
- the cells are grouped geographically such that all cells relating to a particular channel represent one region in the virtual environment. This allows a user's representation to move from one cell to another in the group without the need for the respective user-interface to tune to a different channel.
- the cells relating to a given channel may be arranged in an array wherein each cell is spaced from one another. In any such arrangement, at least one user-interface apparatus may be operable to disregard the remaining cells associated with that channel.
- an interactivity apparatus for use with a remote server-based multiple user application in which the users share a virtual environment represented geographically as a plurality of cells and are each represented at a virtual location in said environment, the apparatus operable to communicate with the server via a plurality of channels, wherein each cell is associated with one of said channels, and the apparatus further comprises receiving means operable to receive the channel associated with the cell in which the respective user's representation is located.
- a method of processing data for a multiple user application in which the users share a virtual environment represented geographically as a plurality of cells, the method comprising the steps of:
- each cell is associated with one of said channels and each channel conveys information relating to its respective associated cells;
- the method may further comprise the steps of: - detecting the direction of movement of said user's representation; and,
- Figure 1 shows schematically a data processing system
- Figure 2 is a schematic representation of a virtual environment represented geographically as a plurality of cells in a first arrangement
- Figure 3 is a schematic representation of a virtual environment represented geographically as a plurality of cells in a second arrangement
- Figure 4 shows a mobile phone device for use with a remote server- based multiple user game
- Figure 5 is a flow diagram of a method of processing data for a multiple user game.
- a data processing system 10 comprises a server 12 and a plurality of user-interface apparatus 14.
- the server 12 has a transmitter 16 for broadcasting channels.
- Each user-interface apparatus 14 comprises a receiver 18 for receiving the broadcast channels from the server 12.
- the channels are broadcast as radio waves, each channel having a specified wavelength and bandwidth allowing the user-interface apparatus to tune into (thus receive) the desired channel.
- This embodiment has four user- interface devices but it should be appreciated that the system may comprise many hundreds. Two-way communication exists between the user-interface apparatus and the server. However, only the broadcast channels from the server are illustrated in Figure 1 for the sake of explanation of this embodiment.
- the operation of the system 10 will now be described with reference also to the process steps, 100, 200 and 300 shown in the flow-diagram of Figure 5.
- the system 10 serves to execute a massive multiplayer role playing game (MMRPG) in which users interact with one another over a wide area network (WAN).
- MMRPG massive multiplayer role playing game
- Each respective user-interface apparatus 14 stores similar software locally to run the game. Interaction between users is enabled by communicating via the server 12.
- server 12 It will be recognised that systems, methods and apparatus embodying the present invention are not restricted to use in game applications: the skilled reader will appreciate that other multi-user interactive applications such as internet shared spaces and chat rooms may also be facilitated.
- each cell 22 shown in Figure 2 can be described by a 2-digit co-ordinate (A-C, 1-9).
- Each user of the system 10 is represented at a virtual location in the environment 20 by a character.
- Figure 2 shows the respective characters representing users (a) and (c) located at cell B3, and the character representing user (b) located at cell A7.
- the virtual environment 20 supports objects and surroundings related to the particular MMRPG.
- a tree 24 is located at cell B6 and a treasure-chest 26 at cell C8 in this example.
- Each cell 22 is associated with one of the channels broadcast from the server 12 such that the channel carries the state data related to the associated cells from the server to the user-interface apparatus 14.
- the cells 22 are arranged into groups, wherein each available channel carries the state data of a respective group of cells.
- the server 12 broadcasts three channels.
- Channel I carries the state data related to the nine cells in columns 1 , 2 and 3.
- Channel II carries the state data of the cells in columns 4, 5 and 6, and channel III carries the data from columns 7, 8 and 9.
- the user-interface apparatus 14 are operable to receive the channel associated with the cell 22 in which the respective user's character is located.
- the character of user-(a) is located in cell B3 of the virtual environment 20 in Figure 2.
- the respective user-interface apparatus 14 of user-(a) receives the state data related to cell B3 by tuning into channel I which is broadcast by the server 12, i.e. the channel carrying the state data related to the cells in columns 1 , 2 and 3. By tuning into this channel in this way, the user-interface apparatus 14 simply and efficiently rejects unwanted state data which relates to cells in the virtual environment not affecting user-(a) at that time.
- the character of user-(c) is also located in cell B3 and so the respective user-interface apparatus 14 of user-(c) also tunes into the channel I.
- Each of users-(a) and -(c) receive state data related to one another allowing these two users to interact in the game.
- the user-interface apparatus of users-(a) and -(c) do not receive state data related to cells in columns 4 to 9 and thus they do not receive irrelevant data related to the tree 24 for example (located in cell B7) which does not affect users -(a) and -(c).
- the user-interface apparatus of user-(a) is operable to disregard the remaining cells associated with channel I. Therefore, cells A1-A3, B1 , B2 and C1-C3 are disregarded by the apparatus 14 and the state data related to cell B3 is processed having been extracted from that channel. Again, this allows the user-interface apparatus 14 to process a minimal quantity of state data. This is particularly beneficial to low power devices such as mobile phones which do not have the ability to process large quantities of data.
- each user may move their respective character from one cell 22 to another in the virtual environment. With such movement the respective user-interface apparatus 14 must acquire state data relating to the new cell.
- the movement of the character of user-(a) from cell B3 to cell B2 requires the user-interface apparatus of user-(a) to receive and process state data related to cell B2 which is carried by the same channel (I). Therefore, the user-interface apparatus of user-(a) is not required to tune to a different channel but may disregard the state data related to cell B3 once the movement is complete.
- the user-interface apparatus of user-(a) must tune into channel II in order to receive state data relating to new cell B4.
- Transitions from cell to cell may require the respective user-interface apparatus 14 to receive state data related to more than one cell simultaneously so as to provide a seamless processing of such state data.
- a user may be able to view the virtual environment of a neighbouring cell, or beyond, without actually being represented in that cell.
- user- (b) represented at cell A7 should be able to view the tree 24 in cell B6. This requires the user-interface apparatus (b) to receive both channels II and III simultaneously.
- Figure 3 shows an alternative cell arrangement to that shown in Figure 2.
- the virtual environment 20 is represented by two overlapping row and column matrices of cells wherein one matrix of cells 32 defined by the solid lines and described by co-ordinates (A-C,1-3), overlies a second matrix of cells 37 defined by dashed lines and described by co-ordinates (D-F, 4-6).
- the cells in both matrices are of equal size but the matrices are offset from one another such that a cell in the first matrix overlies a part of four cells in the second matrix. Therefore, each location in the virtual environment is represented by two different cells each from the two separate matrices (32, 37).
- each cell in Figure 3 is associated with one of the channels.
- the cells are also grouped in a similar manner.
- Cells in column 1 (of the first matrix 32) are associated with channel I for example.
- cells in column 4 (of the second matrix) are also associated with channel I.
- cells in columns 2 and 5 are associated with channel II, and columns 3 and 6 with channel III.
- Each channel carries state data, related to its associated cells, from the server 12 to the user- interface apparatus 14.
- a cell arrangement of this type allows smooth transitions in state data processing by the user-interface apparatus as the user's characters move around the virtual environment 20 from cell to cell.
- the character of user-(d) moves under the control of the respective user in a path through the virtual environment 20 as indicated by arrow X shown in Figure 3.
- the character is located completely in cell E4.
- the cell is related to channel I and so user-interface apparatus of user-(d) is tuned to receive this channel.
- the respective user-interface apparatus detects this direction of movement and, as soon as the representation is completely in cell C2, accordingly tunes to receive channel II instead. Because the region shared by both cells E4 and C2 is associated by both channels I and II, tuning from one channel to the other, triggered by the sensed direction of travel, provides a seamless supply of state data related to the relevant cells.
- the respective user-interface apparatus for user-(b) is tuned to receive only channel III as the character of user-(b) is located completely in cell A3.
- the cells can be arranged in many different ways for both 2-D and 3-D representations of a virtual environment in MMRPGs and variations will be apparent to persons skilled in the art.
- Figure 4 shows a mobile phone device which serves as user-interface apparatus for the data processing system described above.
- the device 14 comprises receiving means 18 in the form of an aerial.
- a user can view the virtual environment of the game being played on the display 42.
- the representation of the user can be controlled and various other instructions related to the game by operation of the key-pad 44.
- the aforementioned describes a server-based data processing system for enabling interaction between users of a MMRPG or similar application in which a virtual environment is represented geographically as a plurality of cells arranged in a matrix for example.
- Game state data relating to the individual cells is broadcast from the server to respective user- interface apparatus such as mobile phone devices.
- Each cell is associated with one channel allowing the user-interface apparatus to receive the channel associated with the cell in which the respective user is represented.
- the association between cells of the virtual environment and broadcast channels enables the user-interface devices to reject unwanted state data by simply tuning to the desired channel. This is particularly beneficial for low power, low memory devices.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Information Transfer Between Computers (AREA)
- Mobile Radio Communication Systems (AREA)
- User Interface Of Digital Computer (AREA)
Abstract
Description
Claims
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
AU2003260869A AU2003260869A1 (en) | 2002-09-28 | 2003-09-12 | Data processing system and method of operation |
EP03798300A EP1545730A1 (en) | 2002-09-28 | 2003-09-12 | Data processing system and method of operation |
JP2004539319A JP2006500147A (en) | 2002-09-28 | 2003-09-12 | Data processing system and operation method thereof |
US10/528,943 US20060010256A1 (en) | 2002-09-28 | 2003-09-12 | Data processing system and method of operation |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
GB0222554.8 | 2002-09-28 | ||
GBGB0222554.8A GB0222554D0 (en) | 2002-09-28 | 2002-09-28 | Data processing system and method of operation |
Publications (2)
Publication Number | Publication Date |
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WO2004028651A1 true WO2004028651A1 (en) | 2004-04-08 |
WO2004028651B1 WO2004028651B1 (en) | 2004-05-27 |
Family
ID=9944940
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/IB2003/004084 WO2004028651A1 (en) | 2002-09-28 | 2003-09-12 | Data processing system and method of operation |
Country Status (8)
Country | Link |
---|---|
US (1) | US20060010256A1 (en) |
EP (1) | EP1545730A1 (en) |
JP (1) | JP2006500147A (en) |
KR (1) | KR20050047124A (en) |
CN (1) | CN1720087A (en) |
AU (1) | AU2003260869A1 (en) |
GB (1) | GB0222554D0 (en) |
WO (1) | WO2004028651A1 (en) |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2007128949A1 (en) * | 2006-05-05 | 2007-11-15 | Sony Computer Entertainment Europe Limited | Display apparatus and method |
US9550121B2 (en) | 2008-06-09 | 2017-01-24 | Disney Enterprises, Inc. | System and method for enabling characters to be manifested within a plurality of different virtual spaces |
CN112295231A (en) * | 2020-11-05 | 2021-02-02 | 中国联合网络通信集团有限公司 | Operation training method and server |
Families Citing this family (10)
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KR100761337B1 (en) * | 2006-01-31 | 2007-09-27 | (주)넥스트플레이 | Method for Transmitting Online Game Information Based-on Overlapped Cell Architecture |
US8409010B2 (en) * | 2009-05-05 | 2013-04-02 | Microsoft Corporation | Massively multiplayer game with shared gameplay experience |
US8539260B2 (en) | 2010-04-05 | 2013-09-17 | Intel Corporation | Method, apparatus, and system for enabling platform power states |
WO2012008960A1 (en) * | 2010-07-15 | 2012-01-19 | Hewlett-Packard Development Company L.P. | First response and second response |
CN102088473A (en) * | 2010-11-18 | 2011-06-08 | 吉林禹硕动漫游戏科技股份有限公司 | Implementation method of multi-user mobile interaction |
US8810598B2 (en) | 2011-04-08 | 2014-08-19 | Nant Holdings Ip, Llc | Interference based augmented reality hosting platforms |
US9582516B2 (en) | 2013-10-17 | 2017-02-28 | Nant Holdings Ip, Llc | Wide area augmented reality location-based services |
CN103949053B (en) * | 2014-05-23 | 2017-07-07 | 无锡梵天信息技术股份有限公司 | The online electronic game communication system of many people |
US11020660B2 (en) * | 2019-02-21 | 2021-06-01 | Sony Interactive Entertainment LLC | Transactional memory synchronization between multiple sessions of a video game |
CA3154489A1 (en) * | 2020-03-13 | 2021-09-16 | Google Llc | Peer-to-peer multiplayer cloud gaming architecture |
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-
2003
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- 2003-09-12 JP JP2004539319A patent/JP2006500147A/en not_active Withdrawn
- 2003-09-12 US US10/528,943 patent/US20060010256A1/en not_active Abandoned
- 2003-09-12 KR KR1020057005068A patent/KR20050047124A/en not_active Application Discontinuation
- 2003-09-12 WO PCT/IB2003/004084 patent/WO2004028651A1/en active Application Filing
- 2003-09-12 EP EP03798300A patent/EP1545730A1/en not_active Withdrawn
- 2003-09-12 AU AU2003260869A patent/AU2003260869A1/en not_active Abandoned
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Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2007128949A1 (en) * | 2006-05-05 | 2007-11-15 | Sony Computer Entertainment Europe Limited | Display apparatus and method |
US9550121B2 (en) | 2008-06-09 | 2017-01-24 | Disney Enterprises, Inc. | System and method for enabling characters to be manifested within a plurality of different virtual spaces |
CN112295231A (en) * | 2020-11-05 | 2021-02-02 | 中国联合网络通信集团有限公司 | Operation training method and server |
Also Published As
Publication number | Publication date |
---|---|
AU2003260869A1 (en) | 2004-04-19 |
KR20050047124A (en) | 2005-05-19 |
GB0222554D0 (en) | 2002-11-06 |
CN1720087A (en) | 2006-01-11 |
WO2004028651B1 (en) | 2004-05-27 |
EP1545730A1 (en) | 2005-06-29 |
US20060010256A1 (en) | 2006-01-12 |
JP2006500147A (en) | 2006-01-05 |
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