WO2011071615A1 - Rendu côté serveur - Google Patents

Rendu côté serveur Download PDF

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Publication number
WO2011071615A1
WO2011071615A1 PCT/US2010/055185 US2010055185W WO2011071615A1 WO 2011071615 A1 WO2011071615 A1 WO 2011071615A1 US 2010055185 W US2010055185 W US 2010055185W WO 2011071615 A1 WO2011071615 A1 WO 2011071615A1
Authority
WO
WIPO (PCT)
Prior art keywords
user
video images
future
computer
state
Prior art date
Application number
PCT/US2010/055185
Other languages
English (en)
Inventor
Michael Alan Kutner
Original Assignee
Sony Computer Entertainment Inc.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Sony Computer Entertainment Inc. filed Critical Sony Computer Entertainment Inc.
Priority to CN201080063433.1A priority Critical patent/CN102754093B/zh
Priority to EP10836380.5A priority patent/EP2510457A4/fr
Priority to JP2012543108A priority patent/JP5668078B2/ja
Publication of WO2011071615A1 publication Critical patent/WO2011071615A1/fr

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/53Features 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
    • A63F2300/538Features 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 performing operations on behalf of the game client, e.g. rendering
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/5533Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/632Methods for processing data by generating or executing the game program for controlling the execution of the game in time by branching, e.g. choosing one of several possible story developments at a given point in time
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/23Processing of content or additional data; Elementary server operations; Server middleware
    • H04N21/24Monitoring of processes or resources, e.g. monitoring of server load, available bandwidth, upstream requests
    • H04N21/2402Monitoring of the downstream path of the transmission network, e.g. bandwidth available
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/251Learning process for intelligent management, e.g. learning user preferences for recommending movies
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/60Network structure or processes for video distribution between server and client or between remote clients; Control signalling between clients, server and network components; Transmission of management data between server and client, e.g. sending from server to client commands for recording incoming content stream; Communication details between server and client 
    • H04N21/65Transmission of management data between client and server
    • H04N21/658Transmission by the client directed to the server
    • H04N21/6587Control parameters, e.g. trick play commands, viewpoint selection

Definitions

  • the present disclosure relates to server side rendering.
  • Online applications such as online gaming systems typically include a user device which communicates with a server computer over a network.
  • a user provides input regarding a user action via a user input device such as a joystick.
  • the input is communicated to the server, and the user input may determine in part the content of the video images subsequently displayed on a user display.
  • the user input may determine in part the content of the video images subsequently displayed on a user display.
  • This delay may be caused for example by network conditions or the complexity of the rendition process.
  • Video images for online applications may also be rendered on a user device, but such solutions require that the user device have a relatively high performance graphics system, which adds to the cost of the user device. Accordingly, an improved solution for rendering video images to be displayed on user devices used in online applications would be desireable.
  • a solution for server-side rendering includes, at a server configured to store a video images representing states of users in a computer application, identifying future user actions based at least in part on a state of a user in the computer application.
  • the solution also includes, responsive to the identifying, rendering video images for sending to a user device associated with the user.
  • a state of the user in a computer application is sent to the server.
  • video images are stored, each of the video images representing a future state of the user after the user performs a future action.
  • one of the video images is selected for display on a user display of the user device.
  • the future user actions identified by the server are limited to less than a possible number of user actions for users having the state.
  • FIG. 1 is a block diagram that illustrates a system for server side rendering in accordance with one embodiment.
  • FIG. 2 is a block diagram that illustrates a system for server side rendering using images from a computer game manipulating a computer-generated character in accordance with one embodiment.
  • FIG. 3 is a diagram that illustrates limiting future moves to most likely future moves in accordance with one embodiment.
  • FIG. 4A is a tree diagram that illustrates video images representing a user state following one future user action in accordance with one embodiment.
  • FIG. 4B is a tree diagram that illustrates video images representing a user state following two future user actions in accordance with one embodiment.
  • FIG. 5 is a flow diagram that illustrates a method for server side rendering from the perspective of a server in accordance with one embodiment.
  • FIG. 6 is a flow diagram that illustrates a method for server side rendering from the perspective of a user device in accordance with one embodiment.
  • FIG. 7 is a block diagram of a computer system suitable for implementing aspects of the present disclosure.
  • the components, process steps, and/or data structures may be implemented using various types of operating systems (OS), computing platforms, firmware, computer programs, computer languages, and/or general-purpose machines.
  • the method can be run as a programmed process running on processing circuitry.
  • the processing circuitry can take the form of numerous combinations of processors and operating systems, connections and networks, data stores, or a stand-alone device.
  • the process can be implemented as instructions executed by such hardware, hardware alone, or any combination thereof.
  • the software may be stored on a program storage device readable by a machine.
  • the components, processes and/or data structures may be implemented using machine language, assembler, C or C++, Java and/or other high level language programs running on a data processing computer such as a personal computer, workstation computer, mainframe computer, or high performance server running an OS such as Solaris® available from Sun Microsystems, Inc. of Santa Clara, California, Windows VistaTM, Windows NT®, Windows XP, Windows XP PRO, and Windows® 2000, available from Sun Microsystems, Inc. of Santa Clara, California, Windows VistaTM, Windows NT®, Windows XP, Windows XP PRO, and Windows® 2000, available from Sun Microsystems, Inc. of Santa Clara, California, Windows VistaTM, Windows NT®, Windows XP, Windows XP PRO, and Windows® 2000, available from Sun Microsystems, Inc. of Santa Clara, California, Windows VistaTM, Windows NT®, Windows XP, Windows XP PRO, and Windows® 2000, available from Sun Microsystems, Inc. of Santa Clara, California, Windows VistaTM, Windows
  • the method may also be implemented on a multiple- processor system, or in a computing environment including various peripherals such as input devices, output devices, displays, pointing devices, memories, storage devices, media interfaces for transferring data to and from the processors), and the like.
  • a computer system or computing environment may be networked locally, or over the Internet or other networks.
  • Different implementations may be used and may include other types of operating systems, computing platforms, computer programs, firmware, computer languages and/or general-purpose machines; and.
  • network includes local area networks (LANs), wide area networks (WANs), metro area networks, residential networks, corporate networks, inter-networks, the Internet, the World Wide Web, cable television systems, telephone systems, wireless telecommunications systems, fiber optic networks, token ring networks, Ethernet networks, ATM networks, frame relay networks, satellite communications systems, and the like.
  • LANs local area networks
  • WANs wide area networks
  • metro area networks residential networks
  • corporate networks corporate networks
  • inter-networks the Internet
  • the World Wide Web cable television systems
  • telephone systems wireless telecommunications systems
  • fiber optic networks token ring networks
  • Ethernet networks ATM networks
  • frame relay networks frame relay networks
  • satellite communications systems and the like.
  • identifier describes an ordered series of one or more numbers, characters, symbols, or the like. More generally, an “identifier” describes any entity that can be represented by one or more bits.
  • the term "distributed” describes a digital information system dispersed over multiple computers and not centralized at a single location.
  • processor describes a physical computer (either stand-alone or distributed) or a virtual machine (either stand-alone or distributed) that processes or transforms data.
  • the processor may be implemented in hardware, software, firmware, or a combination thereof.
  • data store describes a hardware and/or software means or apparatus, either local or distributed, for storing digital or analog information or data.
  • the term “Data store” describes, by way of example, any such devices as random access memory (RAM), read-only memory (ROM), dynamic random access memory (DRAM), static dynamic random access memory (SDRAM), Flash memory, hard drives, disk drives, floppy drives, tape drives, CD drives, DVD drives, magnetic tape devices (audio, visual, analog, digital, or a combination thereof), optical storage devices, electrically erasable programmable read-only memory (EEPROM), solid state memory devices and Universal Serial Bus (USB) storage devices, and the like.
  • RAM random access memory
  • ROM read-only memory
  • DRAM dynamic random access memory
  • SDRAM static dynamic random access memory
  • Flash memory hard drives, disk drives, floppy drives, tape drives, CD drives, DVD drives, magnetic tape devices (audio, visual, analog, digital, or a combination thereof), optical storage devices, electrically erasable programmable read-only memory (EEPROM), solid
  • network interface describes the means by which users access a network for the purposes of communicating across it or retrieving information from it.
  • system describes any computer information and or control device, devices or network of devices, of hardware and/or software, comprising processor means, data storage means, program means, and/or user interface means, which is adapted to communicate with the embodiments of the present invention, via one or more data networks or connections, and is adapted for use in conjunction with the embodiments of the present invention.
  • server side rendering system is illustrated and discussed herein as having various modules which perform particular functions and interact with one another. It should be understood that these modules are merely segregated based on their function for the sake of description and represent computer hardware and/or executable software code which is stored on a computer-readable medium for execution by appropriate computing hardware. The various functions of the different modules and units can be combined or segregated as hardware and/or software stored on a computer-readable medium as above as modules in any manner, and can be used separately or in combination.
  • a server computer renders the video images that result from user actions in an online computer application such as an online computer game.
  • the video images are transmitted to a user device.
  • the user device accepts input from a user, selects the appropriate video image, and displays that image.
  • the user device also sends the computer application user action to the server.
  • the image transmission method can be optimized for the network conditions by variable video compression.
  • the tightness of the feedback from user device to server can be reduced by creating on the server a tree of possible future computer game-player actions and rendering video images several iterations into the future.
  • the number of user actions in the online computer application may be limited to less than the number of possible user actions.
  • FIG. 1 is a block diagram that illustrates a system for server side rendering in accordance with one embodiment.
  • a system for server side rendering includes a user device 110 communicably coupled to server 140 via network 115.
  • Server 140 is communicably coupled to data store 120, which is configured to store video images representing states of users in a computer application.
  • One or more of the video images stored in data store 120 may be dynamically generated based at least in part on possible user states.
  • User device 110 is configured to receive input from user 125 via user input device 105.
  • User device 110 is configured to store a state of a user 125 in a computer application for sending (130) to server computer 140.
  • User device 110 is further configured to receive and store in a memory one or more video images 135 that represent a future state of the user 125 after the user 125 performs a future action. User device 110 is further configured to, responsive to a user action, select one of the one or more video images for display on user display device 110. According to one embodiment, the number of future actions is limited to less than a possible number of future actions.
  • server 140 is configured to receive a current user state 130 indicating the state of user 125 in a computer application, and identify one or more future user actions based on the current user state 130.
  • Server 140 is further configured to, based on the identification, render one or more video images and send the one or more video images to user device 110 via network 115.
  • the one or more future user actions are limited to less than a possible number of user actions for users having the state.
  • the computer application comprises a computer game.
  • the computer game comprises an online computer game.
  • server 140 is further configured to compress the video images 135 before sending them to user device 110, and user device 110 is further configured to decompress the video images 135 prior to displaying one of the video images on user display device 100.
  • the compressing comprises selecting an amount of compression based at least in part on a degree of network congestion between the server computer 1 0 and the user device 110.
  • the selection of a particular compression method may take into account the amount of time required to perform the compression, and the expected amount of compression. For example, a relatively high level of compression may be selected during times of relatively high network congestion. Additionally, a relatively low level of compression may be selected during times of relatively low network congestion.
  • FIG. 2 is a block diagram that illustrates a system for server side rendering using images from a computer game manipulating a computer-generated character in accordance with one embodiment.
  • Figure 2 provides more detail for communications 130 and 135 in FIG. 1.
  • An image representing a current state of a user is shown at reference numeral 275, indicating a right- facing character.
  • an indication of the current user state indicated by reference numeral 275 is sent to server 240.
  • Server 240 receives the indication of the current user state and renders video images for a next user state.
  • the rendered video images 235 are extracted from data store 220.
  • the next user state could be represented by a video image of a downward-facing character 250, a left-facing character 255, an upwards-facing character 260, a right-facing character 265, or a right-facing character 270 ingesting a circular object.
  • the user action subsequent to the sending of the current state 230 determines which of video images 250, 255, 260, 265, and 270 is actually selected by user device 210 and displayed on user device 200 to represent the new state resulting from the subsequent user action.
  • video image 265 is displayed.
  • the user action indicates an upward direction
  • video image 260 is displayed.
  • video image 270 is displayed.
  • the number of future user actions is limited based at least in part on a probability of the future user actions. This is explained in more detail below with reference to FIG. 3.
  • Figure 3 is a diagram that illustrates limiting future moves to most likely future moves in accordance with one embodiment.
  • some user applications have relatively few future states (305), thus relatively few video images are required to represent the states.
  • An example of such a user application is the video computer game illustrated in FIG. 2.
  • Other user applications, such as airplane flight simulation user applications have a relatively large number of future states (310). According to one embodiment, the number of next states is limited to the most likely future states (300).
  • the determination of most likely future states may take into account previous actions of the user when in a particular state. For example, if a user in a state with possible user actions A, B, C, and D has never chosen action C in the past while in the same state, images resulting from user action C are not generated in the set of images sent from the server to the user device. In the event the user does in fact choose action C, the associated image may be generated by the user device in real-time, or requested from the server.
  • the determination of most likely future states may also take into account the previous actions of other users when in the particular state. For example, if more than a predetermined percentage of users in a state with possible user actions A, B, C, and D has never chosen action C in the past if a particular user is in the same state, images resulting from user action C are not generated in the set of images sent from the server to the user device. In the event the user does in fact choose action C, the associated image may be generated by the user device in real-time, or requested from the server.
  • FIG. 4A is a tree diagram that illustrates video images representing a user state following one future user action in accordance with one embodiment. Starting with current user state 400, the identification of a particular user action will determine a future user state (405, 410, 415, 420). Only four future user states are shown. Other numbers of future states are possible.
  • FIG.4B is a tree diagram that illustrates video images representing a user state following two future user actions in accordance with one embodiment.
  • the identification of a first user action will determine a first future user state (425, 430, 435, 440). If the first future user state is user state 425, the identification of a second user action will determine a second future state (445, 450). If the first future user state is user state 430, the identification of a second user action will determine a second future state (455, 460, 465). If the first future user state is user state 435, the identification of a second user action will determine a second future state (470, 475).
  • FIGS. 4A and 4B show video images representing a user state following one and two future user actions, respectively. Video images representing a user state following more than two future user actions are possible as well.
  • the predetermined number of successive future user actions is based at least in part on a data store constraint of the server computer. For example, a relatively high number successive future user actions may be represented in a memory of the server computer if the amount of available memory is relatively high. And a relatively low number successive future user actions may be represented in a memory of the server computer if the amount of available memory is relatively low.
  • the predetermined number of successive future user actions is based at least in part on a data store constraint of the user device. For example, a relatively high number successive future user actions may be represented in a memory of the client device if the amount of available memory is relatively high. And a relatively low number successive future user actions may be represented in a memory of the client device if the amount of available memory is relatively low.
  • the predetermined number of successive future user actions is based at least in part on a network bandwidth constraint. For example, a relatively high number successive future user actions may be represented in a memory if the amount of available bandwidth is relatively high. And a relatively low number successive future user actions may be represented in a memory if the amount of available bandwidth is relatively low.
  • the predetermined number of successive future user actions is based at least in part on an amount of time required for the server computer to compress the video images. For example, a relatively high number successive future user actions may be represented in a memory if the time required for the server computer to compress the video images is relatively low. And a relatively low number successive future user actions may be represented in a memory if the time required for the server computer to compress the video images is relatively high.
  • the predetermined number of successive future user actions is based at least in part on an amount of time required for the user device to decompress the video images. For example, a relatively high number successive future user actions may be represented in a memory if the time required for the client device to decompress the video images is relatively low. A relatively low number successive future user actions may be represented in a memory if the time required for the client device to decompress the video images is relatively high.
  • the predetermined number of successive future user actions is based at least in part on an amount of time required for the server computer to dynamically render the video images. For example, a relatively high number successive future user actions may be represented in a memory if the time required for the server computer to dynamically render the video images is relatively low. A relatively low number successive future user actions may be represented in a memory if the time required for the server computer to dynamically render the video images is relatively high.
  • FIG. 5 is a flow diagram that illustrates a method for server side rendering from the perspective of a server in accordance with one embodiment.
  • the processes illustrated in FIG. 5 may be implemented in hardware, software, firmware, or a combination thereof.
  • one or more future user actions are identified based at least in part on a state of a user in a computer application.
  • SOS based on the identification at 500, one or more video images are rendered for sending to a user device associated with the user.
  • the one or more future user actions are limited to less than a possible number of user actions for users having the state.
  • FIG. 6 is a flow diagram that illustrates a method for server side rendering from the perspective of a user device in accordance with one embodiment.
  • the processes illustrated in FIG. 6 may be implemented in hardware, software, firmware, or a combination thereof.
  • a state of a user in a computer application is stored for sending to a server computer storing a plurality of images representing states of users in the computer application.
  • one or more video images that represent a future state of the user after the user performs a future action are stored. According to one embodiment, the number of future actions is limited to less than a possible number of future actions.
  • one of the one or more video images is selected for display on a user display of a user device associated with the user.
  • FIG. 7 depicts a block diagram of a computer system 700 suitable for implementing aspects of the present invention.
  • system 700 includes a bus 702 which interconnects major subsystems such as a processor 704, an internal memory 706 (such as a RAM), an input/output (I/O) controller 708, a removable memory (such as a memory card) 722, an external device such as a display screen 710 via display adapter 712, a roller-type input device 714, a joystick 716, a numeric keyboard 718, an alphanumeric keyboard 718, directional navigation pad 726, smart card acceptance device 730, and a wireless interface 720.
  • Many other devices can be connected.
  • Wireless network interface 720, wired network interface 728, or both, may be used to interface to a local or wide area network (such as the Internet) using any network interface system known to those skilled in the art.
  • Code to implement the present invention may be operably disposed in internal memory 706 or stored on storage media such as removable memory 722, a floppy disk, a thumb drive, a CompactFlash® storage device, a DVD-R ("Digital Versatile Disc” or “Digital Video Disc” recordable), a DVD-ROM ("Digital Versatile Disc” or “Digital Video Disc” read-only memory), a CD-R (Compact Disc-Recordable), or a CD-ROM (Compact Disc read-only memory).
  • storage media such as removable memory 722, a floppy disk, a thumb drive, a CompactFlash® storage device, a DVD-R ("Digital Versatile Disc” or “Digital Video Disc” recordable), a DVD-ROM ("Digital Versatile Disc” or “Digital Video Disc” read-only memory), a CD-R (Compact Disc-Recordable), or a CD-ROM (Compact Disc read-only memory).
  • embodiments of the present invention have been illustrated using examples from the illustrated character game, embodiments of the present invention apply to any online user application where states of a user are represented by video images.
  • Such online user applications include online games.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

L'invention porte sur une solution de rendu côté serveur qui consiste, au niveau d'un serveur configuré pour stocker des images vidéo représentant des états d'utilisateurs dans une application informatique, à identifier de futures actions d'utilisateur sur la base au moins en partie d'un état d'un utilisateur dans l'application informatique. La solution consiste également, en réponse à l'identification, à rendre des images vidéo en vue d'un envoi à un dispositif utilisateur associé à l'utilisateur. Au niveau du dispositif utilisateur, un état de l'utilisateur dans une application informatique est envoyé au serveur. En réponse à l'envoi, des images vidéo sont stockées, chacune des images vidéo représentant un état futur de l'utilisateur après que l'utilisateur aura effectué une action future. En réponse à une action de l'utilisateur, l'une des images vidéo est sélectionnée pour être affichée sur un dispositif d'affichage de l'utilisateur du dispositif utilisateur. Selon un aspect, les futures actions d'utilisateur identifiées par le serveur sont limitées à moins d'un nombre possible d'actions d'utilisateur pour des utilisateurs ayant l'état.
PCT/US2010/055185 2009-12-09 2010-11-02 Rendu côté serveur WO2011071615A1 (fr)

Priority Applications (3)

Application Number Priority Date Filing Date Title
CN201080063433.1A CN102754093B (zh) 2009-12-09 2010-11-02 服务器方渲染
EP10836380.5A EP2510457A4 (fr) 2009-12-09 2010-11-02 Rendu côté serveur
JP2012543108A JP5668078B2 (ja) 2009-12-09 2010-11-02 サーバサイドレンダリング

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US12/634,570 US8429269B2 (en) 2009-12-09 2009-12-09 Server-side rendering
US12/634,570 2009-12-09

Publications (1)

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WO2011071615A1 true WO2011071615A1 (fr) 2011-06-16

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US (1) US8429269B2 (fr)
EP (1) EP2510457A4 (fr)
JP (1) JP5668078B2 (fr)
CN (1) CN102754093B (fr)
WO (1) WO2011071615A1 (fr)

Cited By (2)

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Publication number Priority date Publication date Assignee Title
JP2014064291A (ja) * 2012-04-12 2014-04-10 Square Enix Holdings Co Ltd 動画配信サーバ、制御方法、プログラム、記録媒体、及び動画配信システム
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EP2510457A1 (fr) 2012-10-17
CN102754093B (zh) 2016-03-09
US20110138072A1 (en) 2011-06-09
JP5668078B2 (ja) 2015-02-12
US8429269B2 (en) 2013-04-23

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