WO2018091860A1 - Réseautage multi-joueurs en temps réel sensible à la latence pour jeux vidéo de course - Google Patents

Réseautage multi-joueurs en temps réel sensible à la latence pour jeux vidéo de course Download PDF

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Publication number
WO2018091860A1
WO2018091860A1 PCT/GB2017/052861 GB2017052861W WO2018091860A1 WO 2018091860 A1 WO2018091860 A1 WO 2018091860A1 GB 2017052861 W GB2017052861 W GB 2017052861W WO 2018091860 A1 WO2018091860 A1 WO 2018091860A1
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WO
WIPO (PCT)
Prior art keywords
user interface
user
participant
event
graphical object
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Application number
PCT/GB2017/052861
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English (en)
Inventor
John Joseph Barclay Raeburn
Stephen Courtney
Original Assignee
Space Ape Games (Uk) Ltd
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 Space Ape Games (Uk) Ltd filed Critical Space Ape Games (Uk) Ltd
Publication of WO2018091860A1 publication Critical patent/WO2018091860A1/fr

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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
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/214Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
    • A63F13/2145Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle

Definitions

  • the present invention relates to multi participant or user gaming, and more specifically to multi participant gaming for electronic devices as mobile devices.
  • Multi-participant games are very popular today among users and different environments enable the sharing of a virtual environment hosting the game among a plurality of connected user devices.
  • One major technical issue with such multi-participant video games is the synchronization of all users or electronic devices participating in the game so that all users see simultaneously the effect of their inputs and the inputs of others as they are provided.
  • the latency between an input from a user or player and its effect on the game is also referred as the ping or the lag.
  • the synchronization issues are relatively limited in consequences as generally the devices are all connected via a stable network, such as a home network or a WiFi network, thereby limiting the latency.
  • the issue is more visible when the connected user devices are mobile devices, which can suffer from network discontinuity or disruption.
  • the lag issue may be acute as the lag appears as the sum a first lag between the first participant's device and the server hosting the video game, and a second lag between the server and the second participant's device.
  • a first participant or player in a game may see on a user interface shown on his mobile device a graphical object representing what he thinks as the real-time status of a second participant.
  • the status may only be a delayed representation or an estimated representation as the game is configured on his device to assume where the second participant may be.
  • the graphical element representing the first participant may also show an out of date status for the first participant.
  • the updates on a user interface for the game may be sudden whenever new data is received from the network for another participant, giving discontinued information to the viewer, and deteriorating the gaming experience. Indeed this is particularly detrimental to racing video games, wherein the graphical objects, like cars, karts, skiers, bikes, runners ... are moved at high speed on the user interface and within the virtual environment. Any latency in the positioning of e.g. cars may cause artifacts, such as the cars to jump around the user interface suddenly, giving a poor user experience to the participants.
  • the present method recites a method according to the statements herein.
  • a refined mode is triggered as one or more graphical objects are on the trajectory to reach another object, like a finish line.
  • the refined mode allows a different control over the first graphical object, for instance a dampened control wherein the first graphical object is less responsive to the same user inputs, thereby giving more time to receive updated positions so as to correct the position of graphical objects for the other participants heading into the finish line.
  • the control is shifted to the latest inputs received for other participants. Indeed, the latency inherent to mobile gaming may give the impression that a first participant is about to win as he sees the graphical object, e.g.
  • Figure 1 shows an illustration of a first embodiment of the present method
  • Figure 2 shows an illustration of another embodiment of the present method
  • Figure 3 shows an illustrative arrangement of the present system
  • Figure 4.1 shows an illustrative graphical user interface showing a start line according to another embodiment of the present method
  • Figure 4.2 shows an illustrative graphical user interface showing a finish line according to another embodiment of the present method
  • FIG. 5 shows an illustrative flowchart of another arrangement of the present method.
  • Figure 6 shows an illustrative flowchart of another lag related feature of the present method.
  • GUI graphical user interface
  • FIG 3 shows an illustrative arrangement of the present system.
  • the video game may be described through a virtual environment fitted for a racing game. This may include tracks and roads as seen in the illustrative graphical user interfaces shown in Figures 4 and 5.
  • Participants are represented through avatars which are graphical objects depicting for instance a kart and a driver.
  • a mobile device of a first player or participant 310 comprises a touch sensitive or touch screen display 315, showing a graphical user interface of a multi-participant video game.
  • a mobile device 320 of another player or participant, that will be referred to as the second participant, also comprises a touch sensitive or touch screen display 325 to show a graphical user interface of the same game.
  • the illustration further comprises a server 330 hosting a gaming platform for facilitating the data exchange over a communication network 340 between the different participating mobile devices. Only two devices are illustrated but more devices, based on settings or capacity of the game, may be connected in the same game session.
  • the server may not be needed if the game is played in a peer to peer mode.
  • Figure 4.1 illustrates the synchronization between the different user interfaces of the different participating mobile devices, which a graphical object or avatar such allocated to each participant, here a kart placed on the start line of a race track.
  • the first participant is allocated a first avatar 410, named CatCat on the Figure 4.1
  • the second participant is allocated a second avatar 420, name Superwins.
  • the start line user interface only shows an avatar for the participant in the form of a male or female pilot.
  • the avatar associates for the actual race the pilot with additional graphical elements such as a kart that will be moved on the tracks responsive to the user inputs, as well as visual effects around the kart, once the race has started.
  • the first participant is the one that is using his mobile device and touch screen display to render or display a user interface enabling control by said first participant of the multi-participant video game.
  • the first participant can provide user inputs on the touch screen display 315 to animate or control his avatar 410 and the processor of the mobile device 310 will respond to such user inputs.
  • the avatar 420 of another participant like the second participant, will be animated or controlled responsive to at least location or position data in the virtual environment received from the network (and originating from the second mobile device 320).
  • the mobile device 310 or 320 will be described as carrying out the different steps of the present method for simplification purposes.
  • the application may be for instance a gaming application downloaded from an application store and rendering the present illustrative user interfaces.
  • the application or software may be a browser used to visualize the gaming user interfaces.
  • the mobile device operates in a client-server relationship as an application runs on the mobile device, using data, such as updates, position data, options triggered by other participants ... , received from the server.
  • the server will receive data from a first device, notably inputs provided by the player user that first device, and distribute the relevant data to the other participating devices so that they can take into account this information for updating the interface and the avatars respectively associated with each participant.
  • a user may provide inputs on his touch screen display to move his avatar around the tracks and user different options (such as the booster). His device will simple report to the server the user ID, the race ID, his avatar position in the virtual environment, and when used, the choice of an option. The data will then be distributed by the server to other participants in the race corresponding to the race ID so that they can update their own user interface to show the most up to date info about other participants. Such distribution of roles between the client and the server is beyond the scope of the present disclose as any can benefit from the present teachings.
  • Figure 1 shows a flowchart illustrating this situation wherein a first participant, seeing the race on the touch screen display 315 of his mobile device 310, may believe his kart has won the race, when crossing the finish line at step 1 10.
  • reaching the finish line or more generally another graphical object in the virtual environment, will be considered as a first event.
  • the user interface showing the race as if taken from a front facing camera may indeed mask important real time information, for instance when another participant uses a booster at step 1 15 to speed up his car to the finish line and beat the first participant.
  • Racing games offer different options besides user inputs received on the touch screen interface to alter the course or trajectory of a participant.
  • a booster is one possible option that accelerates that speeds up the participant's avatar on the track, in order to pass different other avatars.
  • a booster or boost may be triggered by the second participant through interactions with his mobile device 325. The latency for the system of Figure 3 may delay the subsequent information update to the mobile device 315 of the first participant and consequently, as the avatars in the race are out of synch, this can result in confusion as to who the winner may be.
  • the refined mode will be introduced as a slow motion mode wherein:
  • the avatars are animated using a slow-motion to lengthen the duration to the first event
  • the second control mode comprises discarding any further user input received from the first user mobile device, so that to enable the user interface on the first device to "catch up" with any recent location updates and show more accurate positions to the finish line. This corresponds to the illustrative flow chart of Figure 5.
  • a refined mode is introduced as the first participant approaches a graphical object in the virtual environment of the racing game, such as the finish line 430 in Figure 4.2.
  • the first participant is illustrated with avatar 410 or CatCat in Figure 4.2, showing the kart along some visual effects around it to give a visual feedback of a high velocity to the user.
  • the refined mode presently the slow motion mode, the time left to the finish line is increased which allows masking that the participants may be out of synch.
  • the present solution makes the multi-participant mobile game "latency tolerant". It actually gives enough time for the server 330 of the network to receive the information that another participant (such as Superwins seen through the avatar 420 in Figure 4.2) may be in competition to the finish line 430.
  • Superwins may have indeed activated the booster and is gaining tremendous ground heading into the finish line.
  • the server 330 will have an opportunity to send these location updates, and may even provide data about the booster, for other participant devices to use.
  • the occurrence of the finish line crossing is delayed, increasing the likelihood of data updates for the second participant to reach the first mobile device 310.
  • the game application on the device of the first participant will enter the slow-motion mode by triggering a finish line visualization of Figure 4.2 in step 130.
  • the mobile device of the first participant Using the updated location data and optional additional data (the booster for instance) received through the server 330, the mobile device of the first participant will be able to carry out a finish line reconciliation in step 140.
  • This reconciliation illustrated in the graphical user interface of Figure 4.2 may use the current position of the first avatar 410, the position data of the second participant as received from the server 330, as well as other information such as the booster option, to animate or control the second avatar or graphical object 420 and give a more accurate rendering to the first participant.
  • the resulting animation may show an acceleration of the second avatar 420 towards the finish line 430 on the track so as to "catch up" with its real position after the boost has been triggered on the device of the second participant. This corresponds to what the user interface in the second mobile device 320 is showing to the second participant.
  • the gaming application and present system is nonetheless configured to account for the real outcome of the race as seen in step 150.
  • the gaming application running on the first device can adapt the motion of the second avatar 420 to reflect the position that is seen on the second player's device. This may result in a user interface such as the illustration of Figure 4.2 showing the finish line 430 and the avatar 420 for the second player beating the avatar 410 first participant.
  • a user interface such as the illustration of Figure 4.2 showing the finish line 430 and the avatar 420 for the second player beating the avatar 410 first participant.
  • the first participant will discover that he was probably not in such a favorable position as a direct result of one or more updates that would have been missed otherwise in a normal or cruising mode, showing the rush to the finish line at full speed.
  • a normal or cruising mode may be seen as a mode for the game wherein the user inputs received on the touch screen display 315 of the first mobile device 310 are processed using a first control mode.
  • a control mode may be defined as the relationship between user input on the touch screen display and a resulting motion or displacement of the graphical object.
  • the cruise mode corresponds to the normal operating mode of the game wherein the user inputs are processed using a first control mode used for most of the race.
  • the refine mode is a different mode which is triggered when a graphical object like the end of a loop is the race is executed on a loop, or the finish line or another object wherein the order of arrival at the object is important in the game. For instance different points or bonuses may be gained from arriving among the first one at that object. As the order of arrival is of importance, the latency can give a participant that he arrived first when he has actually not.
  • the control mode is changed.
  • a third object of the virtual environment such as the finish line or an intermediate line associated to bonuses, points or extra options for a participant.
  • the present solution relies upon the realization from the Applicant that dampening, ie limiting the control of the first participant over his avatar 410 gives room to network updates that never got a chance to be taken into account by the first device in the first place due to latency. Maintaining full control over his first avatar as in the cruising mode would allow the first participant to confirm what he may perceived as a lead. This could lead to a different outcome than what may have already happened, like the second participant beating him to the finish line. By changing the control mode to a control mode less responsive to the user inputs, the location updates received from the network enable the processor of the mobile device of the first participant to update more accurately the position of a second participant and show the real outcome.
  • the second control mode is configured to dampen the motion that would otherwise result from the first control mode when fed or provided with the same user input.
  • a control mode for the first graphical object defines in the present method a relationship between the user inputs and how the first graphical object is moved on the user interface, with the same user inputs, the second control mode will output a smaller motion or displacement than the first control mode.
  • the capacity of the first participant to alter the scenario unfolding on his user interface becomes limited.
  • the second control mode may comprise discarding any further user inputs received on the touch display subsequent to proximity determination.
  • the refined mode will consist in controlling (the motion of) the first graphical object solely responsive to user inputs available at or prior to the determination of the first event. Removing the control on the first avatar to the first participant by discarding any further user input is another example of how the focus can be shifted to the second avatar and allows location updates to be received and accounted for on the user interface. The updates may allow a smoother animation of the second avatar to reflect the most up to date location. A slow motion may be seen as another possible arrangement of the refined mode, as it allows:
  • the mobile device 310 will progressively correct on the user interface the position of the second graphical object to show the most up to date received position data in the virtual environment.
  • the slow motion may even comprise changing the focus of the user interface from what a front camera of a participant may see to what a camera facing the finish line would show.
  • the proximity detection may be another parameter that can be set in the present latency tolerant game as the refined mode may be triggered much ahead of the finish line for instance.
  • the proximity determination may be a temporal detection, either one of the first and second graphical objects being within temporal proximity of the third object when the time left to reaching said third object in the virtual environment is lower than a time threshold.
  • the proximity determination may be a physical detection, either one of the first and second graphical objects being within physical proximity of the third object in the virtual environment when the time left to reaching said third object is lower than a time threshold.
  • the present system may also disclose a method for providing a user interface on a touch screen display of an electronic device, the user interface enabling user control by a first participant of a multi-participant video game, the video game occurring in a virtual environment comprising the first participant and at least one second participant racing through respectively a first and a second graphical elements displayed on the user interface, the first graphical element being controlled on the user interface responsive to user inputs received on the touch screen display of the electronic device, the second graphical object being controlled on the user interface responsive to position data in the virtual environment of the second participant received from a network, the method comprising for the electronic device:
  • a collision mode defining how graphical objections are controlled after they come into contact
  • the collision mode is another mode defined to limit the impact of latency on the multi- participant game. Indeed, due to the updates lagging between the different devices of the participants, when is seen as a collision on a first mobile device of a first participant between his first avatar may not be experienced as a collision on the second mobile device of the second participant. He indeed may experience just the two avatars coming close to one another without coming into contact on the user interface.
  • the collision mode allows the collision to happen on the first device, with each avatar being affected with the collision, while reconciling after a prescribed time delay the position of the second avatar post collision with the updates received from the network. The second participant on his device will see the first avatar changing course suddenly, thinking that he avoided the collision. Such a collision mode allows accounting for the latency that lead to different scenarios on the two mobile devices.
  • the present latency robust gaming is also configured to enable a same event to take place simultaneously on at least two mobile devices by adjusting their direction to account for latency. This is illustrated in Figure 6 and corresponds to the item below.
  • the disclosure comprises the following items:
  • a method for providing a user interface on a touch screen display of an electronic device the user interface enabling user control by a first participant of a multi-participant video game, the video game occurring in a virtual environment comprising the first participant and at least one second participant racing in the virtual environment through respectively a first and a second graphical elements displayed on the user interface, the first graphical element being controlled on the user interface responsive to user inputs received on the touch screen display of the electronic device, the second graphical object being controlled on the user interface responsive to at least to position data in the virtual environment of the second participant received from a network, the method comprising for a processor of the electronic device:
  • the first control mode defining a relationship between the user inputs and how the first graphical object is moved on the user interface
  • a method for providing a user interface as in the previous item, wherein the slow motion comprises:
  • the determining further comprises discarding the refined mode when the first and second graphical objects are separated in the virtual environment by a distance which cannot be closed by either one of the graphical objects based at least on their respective velocity measured at the time of the determining.
  • An electronic device comprising a touch screen display for providing a user interface, the user interface enabling user control by a first participant of a multi-participant video game, the video game occurring in a virtual environment comprising the first participant and at least one second participant racing in the virtual environment through respectively a first and a second graphical elements displayed on the user interface, the electronic device comprising a processor configured to:
  • the processor being further configured to:
  • the first control mode defining a relationship between the user inputs and how the first graphical object is moved on the user interface
  • a computer readable medium comprising computer readable instructions configured, in use, to enable a processor to perform the method of any one of items 1 to 9.
  • An application configured to implement the method of any of items 1 to 9.
  • a method implemented by an electronic device comprising a touch-screen display with a user interface, the user interface enabling user control in a video game of a participant in a race, the race occurring in a virtual environment shown on the touchscreen display, the method comprising:
  • first event information to a server, the first event information comprising a type of the first event and the first event time,
  • the method further comprising:
  • the server receiving second event information from the server, the second event information comprising a type of the second event and a second event time;
  • the second event takes place on the first user device.
  • the first and second event information comprises location information.
  • a computer-readable medium comprising instructions which, when implemented on a computer, perform any of the methods described herein.
  • Latency tolerant multiplayer gameplay
  • Camera rotates to view from in front of kart for slow motion finish animation.
  • Disconnect e.g. shooting in a U rated film
  • Karts collide - visual impact is high but actual impact is low - people don't move much - creates impression of karts colliding with each other -reduces artefacts when latency is high

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

L'invention concerne un procédé pour fournir une interface utilisateur sur un écran tactile d'un dispositif électronique, l'interface utilisateur permettant une commande d'utilisateur par un premier participant à un jeu vidéo à plusieurs participants, le jeu vidéo se déroulant dans un environnement virtuel comprenant le premier participant et au moins un second participant qui participent à une course dans l'environnement virtuel par l'intermédiaire respectivement d'un premier et d'un second objet graphique affichés sur l'interface utilisateur, le premier objet graphique étant commandé sur l'interface utilisateur en réponse à des entrées d'utilisateur reçues sur l'écran tactile du dispositif électronique, et le second objet graphique étant commandé sur l'interface utilisateur en réponse à au moins des données de position dans l'environnement virtuel du second participant reçues en provenance d'un réseau.
PCT/GB2017/052861 2016-11-15 2017-09-25 Réseautage multi-joueurs en temps réel sensible à la latence pour jeux vidéo de course WO2018091860A1 (fr)

Applications Claiming Priority (4)

Application Number Priority Date Filing Date Title
GB1619352.6 2016-11-15
GB201619352 2016-11-15
GB1619424.3 2016-11-16
GB201619424 2016-11-16

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WO2018091860A1 true WO2018091860A1 (fr) 2018-05-24

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