CN1838980A - Method and device for supporting wireless multi-player gaming with a multi-player game hub - Google Patents
Method and device for supporting wireless multi-player gaming with a multi-player game hub Download PDFInfo
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- 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
- A63F13/31—Communication aspects specific to video games, e.g. between several handheld game devices at close range
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- 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
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- 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
- A63F13/32—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
- A63F13/327—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
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- A—HUMAN NECESSITIES
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- 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
- A63F2300/40—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 characterised by details of platform network
- A63F2300/402—Communication between platforms, i.e. physical link to protocol
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- 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
- A63F2300/40—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 characterised by details of platform network
- A63F2300/406—Transmission via wireless network, e.g. pager or GSM
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- 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
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Abstract
Description
技术领域technical field
本发明涉及使用移动游戏设备的无线多人游戏。它还涉及新的用于减轻无线多人游戏中的移动游戏设备的通信负载的可能性。本发明处理基于中央服务器的多方游戏服务及其使用场景。在该场景中,中央服务器充当为不同游戏参与者提供服务的游戏的主要部分,并且管理游戏参与者之间的通信和数据交换。本发明提出特别适合用于局部网络的新颖的通用多人游戏服务器/集线器。The present invention relates to wireless multiplayer gaming using mobile gaming devices. It also relates to new possibilities for relieving the communication load of mobile gaming devices in wireless multiplayer games. The present invention deals with central server-based multi-party game services and usage scenarios. In this scenario, the central server acts as the main part of the game that serves the different game participants and manages the communication and data exchange between the game participants. The present invention proposes a novel general-purpose multiplayer game server/hub particularly suitable for use in local networks.
背景技术Background technique
目前,可以使用不同类型的移动游戏设备。例如,SEGATMGAMEGEARTM,ATARITM LYNXTM以及商业上成功的NINTENDOTM、GAMEBOYTM。所有这些设备都提供玩来自存储游戏软件的插入的大容量存储设备中的电子游戏的可能性。目前,有些移动游戏设备允许用户在某些游戏中通过使用链接电缆相互对抗。电缆链接能使用户彼此把相同类型的游戏设备连接起来,并且在竞争或策略游戏中彼此进行对抗。Currently, different types of mobile gaming devices are available. For example, SEGA ™ GAMEGEAR ™ , ATARI ™ LYNX ™ and the commercially successful NINTENDO ™ , GAMEBOY ™ . All these devices offer the possibility to play electronic games from inserted mass storage devices storing game software. Currently, some mobile gaming devices allow users to play against each other in certain games by using link cables. The cable link enables users to connect gaming devices of the same type to each other and play against each other in competitive or strategy games.
常规地,游戏设备是经由有线连接连接起来的,并且某个或每个所述设备需要存储游戏软件的大容量存储设备,这取决于所述游戏的复杂度。Conventionally, gaming devices are connected via a wired connection, and one or each of the devices requires a mass storage device to store the game software, depending on the complexity of the game.
目前,经由各自的电缆,有可能把移动游戏设备与游戏控制台或视频游戏连接起来,以便将该移动游戏设备用作所述游戏控制台的控制器。也可以使用该连接在同一视频游戏的控制台版本和移动版本之间交换数据。目前,也有可利用的适配器,使用户可以与游戏控制台一起使用固态存储器设备中存储的视频游戏的移动版本。在移动应用中,游戏功能性和界面是可用性和便携性之间的折衷。借助此类适配器,用户可以在家中的电视屏幕上玩为移动游戏优化的游戏,以便获得比移动游戏设备的6×6cm的LCD屏幕更方便的可视界面。Currently, it is possible to connect a mobile gaming device with a game console or a video game via a respective cable in order to use the mobile gaming device as a controller for said game console. The connection can also be used to exchange data between console and mobile versions of the same video game. Currently, there are also adapters available that allow users to use mobile versions of video games stored in solid-state memory devices with game consoles. In mobile applications, game functionality and interface are a compromise between usability and portability. With the help of such adapters, users can play games optimized for mobile games on the TV screen at home, so as to obtain a more convenient visual interface than the 6×6cm LCD screen of mobile gaming devices.
无线游戏的示例目前仅仅可以用作常规游戏控制台的无线控制器,利用无线红外或无线电来连接取代到用户输入界面的电缆连接。该连接通常是从控制器到游戏控制台的单向连接。An example of wireless gaming is currently only available as a wireless controller for a conventional game console, utilizing a wireless infrared or radio connection instead of a cable connection to the user input interface. This connection is usually a one-way connection from the controller to the game console.
例如,在文献WO 93 23125和美国专利5,618,045中描述了经由无线连接连接的移动游戏设备的其它示例。两个文献都提到了可以用于多人游戏的便携游戏设备。Other examples of mobile gaming devices connected via a wireless connection are described, for example, in document WO 93 23125 and US Patent 5,618,045. Both documents mention portable gaming devices that can be used for multiplayer games.
美国专利5,618,045公开了一种通信拓扑,其中每个设备可以与每个其它设备进行通信,采用的方式是ad hoc的无线全体对全体(all-to-all)广播网络。通过使用全体对全体无线全体对全体广播网络,每个所述设备必须处理与每个其它设备的通信。因此,每个所述设备必须提供其相当大量的处理资源用于通信,因而这些资源不能用于执行该游戏本身,由此降低了游戏的复杂度。已注意到,参与的游戏设备的数目越多,每个设备就需要更多的处理能力来处理与其它设备的通信。因此,在两个连接起来的游戏设备的情况下,游戏的执行可能不会受到通信报文处理的明显影响。然而,如果连接例如4个以上的设备,则处理通信报文和执行游戏可能会使处理器过载。该过载可能显著干扰游戏本身的执行,用户会注意到游戏的执行变慢和/或不稳定。US Patent 5,618,045 discloses a communication topology in which every device can communicate with every other device by means of an ad hoc wireless all-to-all broadcast network. By using an all-to-all wireless all-to-all broadcast network, each of the devices must handle communication with every other device. Consequently, each of said devices must provide its considerable processing resources for communication, and these resources cannot be used to execute the game itself, thereby reducing the complexity of the game. It has been noted that the greater the number of participating gaming devices, the more processing power each device requires to handle communications with the other devices. Therefore, in the case of two connected gaming devices, the execution of the game may not be significantly affected by the processing of the communication messages. However, if more than, say, 4 devices are connected, processing communication packets and executing games may overload the processor. This overload may significantly interfere with the execution of the game itself, with users noticing slower and/or unstable execution of the game.
文献WO 93 23125公开了能够使用星形拓扑类型的通信体系结构来玩多人游戏的移动游戏设备。该体系结构降低了,除作为通信的主设备之外的,用于为全部设备提供通信的开销。该星形拓扑以主设备为代价减轻每个所述从设备的数据通信量。因此,有可能主设备碰巧达到其计算极限,从而会使游戏执行变慢。另外,主设备的功耗明显增加会导致缩短的游戏时间和电池引起的多人游戏的最大游戏时间的限制。Document WO 93 23125 discloses a mobile gaming device capable of playing multiplayer games using a star topology type of communication architecture. This architecture reduces the overhead for providing communications for all devices except the master that communicates. The star topology relieves the data traffic of each of said slaves at the expense of the master. Therefore, it is possible that the main device happens to hit its computing limit, slowing down the game execution. In addition, the significant increase in power consumption of the main device can result in shortened game times and battery-induced limitations on the maximum game time of multiplayer games.
用于移动无线多人游戏的所有上述方法有一个共同点:它们并不完全适合与移动终端设备一起使用,这是因为由于低计算/通信能力或低电池容量的缘故,用于提供通信的计算负载会明显减弱游戏的体验。因此,需要无线多人游戏体系结构/系统以克服上述问题。All the above methods for mobile wireless multiplayer games have one thing in common: they are not fully suitable for use with mobile end-devices, because the computation used to provide the communication is The load can significantly degrade the gaming experience. Therefore, there is a need for a wireless multiplayer gaming architecture/system to overcome the aforementioned problems.
发明内容Contents of the invention
根据本发明的第一方面,提供用于在无线多人游戏集线器上支持的无线多人游戏的方法。请注意,本说明书的上下文中的措辞“无线”仅仅指游戏集线器和游戏设备之间的数据连接。因此,“无线游戏集线器”实际上可以包括例如供电电缆,或者可以包括到外部显示器或音频设备的电缆连接。本发明的方法包括:在所述无线多人游戏集线器上建立到至少两个移动游戏设备的无线连接,并且控制所述至少两个游戏设备之间的游戏执行数据的传送。According to a first aspect of the present invention, a method for wireless multiplayer gaming supported on a wireless multiplayer game hub is provided. Note that the word "wireless" in the context of this specification refers only to the data connection between the game hub and the game device. Thus, a "wireless gaming hub" may actually include, for example, a power supply cable, or may include a cable connection to an external display or audio device. The method of the present invention includes establishing a wireless connection to at least two mobile game devices at the wireless multiplayer game hub, and controlling the transfer of game execution data between the at least two game devices.
所述无线连接的建立,例如到至少两个移动游戏设备的无线电或红外(IR)连接是由根据初始化协议的初始化过程执行的。通过建立到至少两个设备的无线连接,形成无线网络,其中所述无线网络为集线器对全体(hub-to-all)无线网络。在所述集线器对全体网络中,每个所述连接的游戏设备都是用无线方式连接的、作为所述无线网络中的从设备。在所述集线器对全体网络中,所述游戏设备之间没有直接连接。应当注意,在两个设备的情况中,无线多人游戏集线器可以充当仅仅用来接收和转发游戏执行数据的转发器或中继站,但是情况并非如此。事实上,无线多人游戏集线器设备实际上起通信控制器的作用,协调两个以上的有关设备之间的数据流,所以每个所述设备只需要与一个设备,即集线器,进行通信。The establishment of said wireless connection, eg a radio or infrared (IR) connection to at least two mobile gaming devices is performed by an initialization procedure according to an initialization protocol. By establishing wireless connections to at least two devices, a wireless network is formed, wherein the wireless network is a hub-to-all wireless network. In the hub-to-all network, each of the connected gaming devices is wirelessly connected as a slave device in the wireless network. In the hub-to-all network, there is no direct connection between the gaming devices. It should be noted that in the case of two devices, the wireless multiplayer game hub could act as a repeater or relay station just to receive and forward game execution data, but this is not the case. In fact, the wireless multiplayer hub device actually acts as a communications controller, coordinating the flow of data between two or more related devices, so each of said devices only needs to communicate with one device, the hub.
无线多人游戏集线器协调无线地连接的移动游戏设备之间的游戏数据交换,并由此集线器本身实际上不需要了解所述数据的内容或它们在该游戏中的作用。基本上,集线器本身不需要解释该游戏数据,因此,不需要具有该游戏的具体信息,进而该集线器不需要加载任何游戏程序。因此该集线器不需要用户界面(除了例如用于控制电源的界面),不需要访问大容量存储设备的界面,也不需要执行游戏软件的处理单元。The wireless multiplayer game hub coordinates the exchange of game data between the wirelessly connected mobile game devices, and thus the hub itself does not actually need to know the content of said data or their role in the game. Basically, the hub itself does not need to interpret the game data, therefore, does not need to have specific information about the game, and furthermore, the hub does not need to load any game program. The hub therefore requires no user interface (except for example for controlling the power supply), no interface for accessing mass storage devices, and no processing unit for executing game software.
在该基本实现中,假设与所述集线器设备相连的所有设备都可以访问兼容游戏软件。该软件可以是从专用游戏服务器上下载的,或者是以可插拔的存储模块的形式提供的。In this basic implementation, it is assumed that all devices connected to the hub device have access to compatible game software. The software can be downloaded from a dedicated game server, or provided in the form of a pluggable memory module.
在所述方法的示例实施方式中,所述无线连接的建立包括:发送初始化报文,接收标识报文以及建立连接。In an example implementation of the method, the establishment of the wireless connection includes: sending an initialization message, receiving an identification message, and establishing a connection.
通过发送初始化报文,例如在初始化过程之后,无线多人游戏集线器设备搜索游戏设备。可以根据无线电接口或红外接口中使用的初始化协议执行初始化过程。通过接收来自所述游戏设备的标识报文,所述集线器设备可以确定其它游戏设备的存在。在找到至少两个设备之后,该集线器可以建立到所述游戏设备的连接,以启动所述游戏设备之间的通信。在该初始化处理中,可能有必要确定该游戏设备中实际存在哪种类型的游戏软件,从而确保实际使用的游戏硬件/软件实际上是兼容的。可以把初始化处理和授权步骤结合起来,例如,与用户确认结合起来。利用确认处理,可以确保只有作为所述游戏方的一部分的设备才能加入正在运行的游戏。另外,确认可以提高数据传送的可靠性,因为被识别出有故障的设备不能参与数据通信。By sending initialization messages, for example after an initialization process, the wireless multiplayer game hub device searches for gaming devices. The initialization process may be performed according to an initialization protocol used in a radio interface or an infrared interface. By receiving identification messages from the gaming devices, the hub device may determine the presence of other gaming devices. After finding at least two devices, the hub may establish a connection to the gaming devices to initiate communication between the gaming devices. During this initialization process, it may be necessary to determine what type of game software is actually present in the game device, so as to ensure that the game hardware/software actually used is actually compatible. It is possible to combine initialization processing with authorization steps, for example, with user validation. With the confirmation process, it can be ensured that only devices that are part of the party can join the running game. In addition, acknowledgments can increase the reliability of data transfers, since devices that have been identified as faulty cannot participate in data communication.
在本发明的另一个示例实施方式中,所述方法进一步包括:连接大容量存储器以及读取所述大容量存储器中包含的数据。应当注意,该大容量存储器可以直接与集线器设备相连,或者通过(例如,以无线方式)连接的移动游戏设备与间接集线器设备相连。In another example embodiment of the present invention, the method further includes connecting to a mass storage and reading data contained in the mass storage. It should be noted that the mass storage may be connected directly to the hub device, or indirectly through (eg, wirelessly) connected mobile gaming devices to the hub device.
大容量存储设备可以是可拆装的或可互换的大容量存储设备,如MMC(多媒体卡)或其它类型的闪存卡,移动终端或游戏集线器可以直接读取该存储器设备,或者游戏集线器可以经由到移动终端的连接间接读取该存储设备。The mass storage device may be a detachable or interchangeable mass storage device, such as an MMC (Multimedia Card) or other type of flash memory card, which can be directly read by a mobile terminal or a game hub, or the game hub can The memory device is read indirectly via the connection to the mobile terminal.
可以经由阅读器接口或阅读器设备读取数据。集线器设备未必受移动设备的限制,因此,阅读器也可以包括例如CD(光盘)或DVD(数字多功能盘)阅读器,以访问大容量存储设备。Data can be read via a reader interface or reader device. Hub devices are not necessarily limited to mobile devices, therefore, readers may also include eg CD (Compact Disk) or DVD (Digital Versatile Disk) readers to access mass storage devices.
在本发明的另一个示例实施方式中,所述读出的数据包括:用于执行所述连接建立和所述游戏数据传送的初始化控制数据和传送控制数据。集线器设备可以接收附加信息,以提供改进的数据传送。用于执行所述连接建立的初始化控制数据和传送控制数据可以用于对无线移动游戏设备的软件配置,以执行集线器过程。可以把该软件收录到通常用来存储游戏的硬件存储设备中。当插入了某个仅仅包括通信过程数据而不包括游戏数据的大容量存储器时,可以将无线多人游戏设备配置为集线器。In another exemplary embodiment of the present invention, the read data includes: initialization control data and transfer control data for performing the connection establishment and the game data transfer. Hub devices can receive additional information to provide improved data transfer. The initialization control data and transfer control data for performing said connection establishment may be used to configure the software of the wireless mobile game device to execute the hub process. The software can be included on hardware storage devices normally used to store games. The wireless multiplayer game device can be configured as a hub when a certain mass memory including only communication process data but not game data is inserted.
在本发明的另一个示例实施方式中,所述读出的数据包括游戏数据并且所述方法进一步包括,经由无线电的或红外的无线接口向每个所述连接的从设备传送所述游戏数据。In another example embodiment of the present invention, said read data comprises game data and said method further comprises transmitting said game data to each of said connected slave devices via a radio or infrared wireless interface.
通过使用本实施方式,集线器可以把来自所述连接的从设备之一中的游戏软件下载并转发到另一个连接的从设备中。亦即,在玩诸如Tetris之类的复杂度低的游戏时,可以经由所述无线连接从连接的游戏设备之一向其它游戏设备传送整个软件。可以使用游戏软件传送来玩多人版本的游戏,而不需要实际上为每个所述设备装配存储该游戏软件的大容量存储器。在非常复杂的游戏的情况下,这是颇为不可能发生的,因为软件传送的传送时间会随着所连接的设备的数目和软件复杂度而增加。还有可能读取集线器设备中的游戏软件并转发给其它连接的从游戏设备。By using this embodiment, the hub can download and forward the game software from one of the connected slave devices to another connected slave device. That is, when playing a low complexity game such as Tetris, the entire software can be transferred from one of the connected gaming devices to the other via the wireless connection. The game software transfer can be used to play multiplayer versions of the game without actually equipping each of said devices with a mass memory storing the game software. In the case of very complex games, this is rather unlikely to happen, as the transfer time for software transfers increases with the number of connected devices and software complexity. It is also possible to read the game software in the hub device and forward it to other connected slave game devices.
在本发明的另一个示例实施方式中,所述方法进一步包括:根据来自所述连接的大容量存储器的所述游戏数据并且根据所述传送的游戏执行数据,生成视频/音频输出。诸如Nokia N-GageTM之类的移动游戏设备总是为便携性原因而优化的,以使其小且便携。非移动家用集线器没有此限制,因此,可以提供适应诸如CD或DVD之类的廉价大容量存储装置的装置,此外还可以提供适合家用设备的连接。为了允许便携游戏设备访问没有经过空间优化的存储装置或接口(例如,TV或家用立体声系统连接器),无线游戏集线器可以向非移动电子应用提供移动链路。取决于所述移动游戏设备和所述集线器的处理能力,可以估计该用户界面可能达不到专有家用游戏控制台的视觉质量。可以为集线器配备游戏专用视频增强软件,以能够提供与TV相配的视频接口。亦即,该游戏仍然是在移动设备中执行的,但是集线器可以提供适合大屏幕需求的视频输出信号,即更高的分辨率。In another example embodiment of the present invention, said method further comprises: generating a video/audio output based on said game data from said connected mass storage and based on said transferred game execution data. Mobile gaming devices such as the Nokia N-Gage TM have always been optimized for portability reasons to be small and portable. Non-mobile home hubs do not have this limitation, and therefore can provide means to accommodate inexpensive mass storage devices such as CDs or DVDs, in addition to providing connections suitable for home appliances. To allow portable gaming devices to access storage or interfaces that are not space-optimized (eg, TV or home stereo connectors), wireless gaming hubs can provide mobile links to non-mobile electronic applications. Depending on the processing power of the mobile gaming device and the hub, it can be estimated that the user interface may not be of the visual quality of a proprietary home gaming console. The hub can be equipped with game-specific video enhancement software to be able to provide a video interface compatible with the TV. That is, the game is still executed on the mobile device, but the hub can provide a video output signal suitable for large screen needs, ie higher resolution.
在另一个示例实施方式中,所述方法进一步包括:根据所述传送的游戏执行数据,执行从所述连接的大容量存储器中接收的所述游戏数据。通过执行游戏数据,集线器设备可以提供具有例如游戏场景之全景或类似地图的图示的附加输出界面。另一个应用具备使用所述移动无线游戏设备作为实际上正在所述集线器设备上运行的游戏的控制器的可能性。In another example embodiment, the method further comprises: executing said game play data received from said connected mass storage according to said transmitted game play data. By executing the game data, the hub device may provide an additional output interface with eg a panorama of the game scene or a map-like representation. Another application has the possibility to use the mobile wireless gaming device as a controller for a game that is actually running on the hub device.
在本发明的又一个示例实施方式中,所述无线连接的建立和所述游戏执行数据的传送是根据蓝牙协议执行的。在本发明的又一个示例性实施方式中,所述无线连接的建立和所述游戏执行数据的传送是根据无线局域网(WLAN)协议执行的。In yet another example embodiment of the present invention, the establishment of the wireless connection and the transfer of the game execution data are performed according to the Bluetooth protocol. In yet another exemplary embodiment of the present invention, the establishment of the wireless connection and the transfer of the game execution data are performed according to a Wireless Local Area Network (WLAN) protocol.
通过使用W-LAN和蓝牙,无需开发无线接口或甚至是新的数据交换协议,就可以实现本发明。By using W-LAN and Bluetooth, the invention can be implemented without developing a wireless interface or even a new data exchange protocol.
根据本发明的另一方面,提供用于操作包括集线器和移动游戏设备的游戏系统的方法。所述方法包括前述说明的基于集线器的过程。另外,该方法包括:接收所述移动游戏设备处的用户输入,根据所述接收的用户输入执行游戏软件,生成要向其它移动游戏设备传送的游戏执行数据,以及经由无线连接向所述集线器传送所述数据。该方法进一步包括:经由所述集线器接收来自其它移动游戏设备的游戏执行数据,以及根据所述接收的游戏执行数据执行所述游戏软件。该方法还包括:在所述移动游戏设备和所述无线游戏集线器之间交换初始化数据、标识数据和游戏数据。措辞“无线”仅仅指集线器和移动游戏设备之间的无线连接。“无线游戏集线器”实际上可以包括例如供电电缆或视频/音频输出电缆或连接器。According to another aspect of the present invention, a method for operating a gaming system including a hub and a mobile gaming device is provided. The method includes the hub-based procedures described above. Additionally, the method includes receiving user input at said mobile gaming device, executing game software based on said received user input, generating game execution data to be transmitted to other mobile gaming devices, and transmitting to said hub via a wireless connection. the data. The method further includes receiving game execution data from other mobile game devices via the hub, and executing the game software according to the received game execution data. The method also includes exchanging initialization data, identification data, and game data between the mobile gaming device and the wireless gaming hub. The wording "wireless" simply refers to the wireless connection between the hub and the mobile gaming device. A "wireless gaming hub" may actually include, for example, a power supply cable or a video/audio output cable or connector.
根据本发明的又一方面,提供包括程序代码装置的软件工具,当在计算机或网络设备上运行所述程序产品时,该程序代码装置执行前述说明的方法。According to yet another aspect of the present invention, there is provided a software tool comprising program code means for executing the method described above when said program product is run on a computer or network device.
根据本发明的又一方面,提供一个计算机程序产品,该计算机程序产品可以从服务器上下载,用于执行前述说明的方法,该计算机程序产品包括程序代码装置,当在计算机或网络设备上运行所述程序时,该程序代码装置执行前述方法的所有步骤。According to still another aspect of the present invention, a computer program product is provided. The computer program product can be downloaded from a server to execute the method described above. The computer program product includes program code means. When the above-mentioned program is used, the program code means executes all the steps of the above-mentioned method.
根据本发明的又一方面,提供包括计算机可读介质上存储的程序代码装置的计算机程序产品,当在计算机或网络设备上运行所述程序产品时,该程序代码装置执行前述说明的方法。可以把该计算机程序产品实施为例如在无线移动游戏设备中使用的大容量存储设备,该无线移动游戏设备仅仅包括初始化引擎和游戏通信控制引擎。当把此类大容量存储器插入到常规无线多人游戏设备中时,可以把该设备配置为只是充当集线器,而不具备同时执行游戏软件的能力。According to yet another aspect of the present invention, there is provided a computer program product comprising program code means stored on a computer-readable medium for executing the method described above when the program product is run on a computer or network device. The computer program product may be implemented, for example, as a mass storage device for use in a wireless mobile gaming device comprising only an initialization engine and a game communication control engine. When such mass storage is plugged into a conventional wireless multiplayer gaming device, the device can be configured to act only as a hub without the ability to simultaneously execute gaming software.
根据本发明的另一方面,提供计算机数据信号。该计算机数据信号包含在载波中并代表程序,当在计算机或网络设备上运行所述计算机程序时,该程序使计算机执行前述说明中包含的方法的步骤。According to another aspect of the invention, a computer data signal is provided. This computer data signal is embodied in a carrier wave and represents a program which, when said computer program is run on a computer or network device, causes the computer to carry out the steps of the method contained in the preceding description.
根据本发明的另一方面,提供无线多人游戏集线器。所述多人游戏集线器包括无线接口、初始化引擎以及游戏通信控制引擎。According to another aspect of the invention, a wireless multiplayer game hub is provided. The multiplayer game hub includes a wireless interface, an initialization engine, and a game communication control engine.
所述无线(例如,无线电或IR)接口适合于同时提供到至少两个移动无线游戏设备的连接。所述无线接口与所述初始化引擎的连接方式,使得所述初始化可以执行初始化过程,以随后连接至少两个移动无线游戏设备。该初始化引擎使用星形通信拓扑,其中总是把所述集线器设置成局部无线网络的主设备,以及其中每个连接的移动无线游戏设备作为从设备登录到所述网络上。The wireless (eg, radio or IR) interface is adapted to provide connections to at least two mobile wireless gaming devices simultaneously. The wireless interface is connected to the initialization engine in such a way that the initialization can perform an initialization process to subsequently connect at least two mobile wireless gaming devices. The initialization engine uses a star communication topology, where the hub is always set up as the master of the local wireless network, and where each connected mobile wireless gaming device logs onto the network as a slave.
初始化引擎可以单独地以类似于例如WO 93 23125中公开的方式来实现,而游戏通信控制引擎可以单独地类似于文献USP 5,618,045的方式具体实现。The initialization engine can be implemented separately in a manner similar to that disclosed in, for example, WO 93 23125, and the game communication control engine can be implemented separately in a manner similar to that disclosed in document USP 5,618,045.
当前,游戏服务器只是专用于一个具体游戏,并且必须同时包括游戏逻辑和通信协议,因此是不灵活的,并且每个游戏都需要安装/卸载。与目前技术不同,本发明提出通用多方游戏集线器,该集线器接管不同游戏设备之间的通信任务,使每个所述设备的通信开销减少为到游戏集线器的单个连接。换句话说,本发明的基本思想是基于,在多方游戏的情况下,把游戏逻辑从游戏数据和通信管理中分离出来。根据本发明,主动参与多人游戏的所有游戏设备都不再需要管理设备之间的通信。Currently, a game server is only dedicated to a specific game and must include both game logic and communication protocols, so it is inflexible and needs to be installed/uninstalled for each game. Unlike the prior art, the present invention proposes a universal multi-party gaming hub that takes over the task of communication between different gaming devices, reducing the communication overhead for each of said devices to a single connection to the gaming hub. In other words, the basic idea of the invention is based on separating the game logic from the game data and communication management in the case of multi-party games. According to the invention, all gaming devices actively participating in a multiplayer game no longer need to manage communication between the devices.
根据本发明的实施方式,所述无线多人游戏集线器进一步包括:处理单元以及大容量存储器的接口,其中所述处理单元与所述大容量存储器接口和所述无线接口相连。因此,该游戏集线器可以读取例如游戏软件,并且经由无线接口向无线地连接的移动游戏设备传送该软件。也可以把该游戏集线器的扩展的能力描述为游戏服务器,因此,在下文中,措辞“游戏集线器”用于通信设备,而“游戏服务器”用于有执行游戏软件能力的游戏集线器。如果大容量存储器接口与所述无线移动游戏设备中使用的大容量存储设备兼容,则使用所述集线器中的单个大容量存储设备足以向所述设备传送游戏软件。因此,包含有游戏的单个大容量存储设备足以向所有连接的游戏设备提供多人游戏能力。According to an embodiment of the present invention, the wireless multiplayer game hub further includes: a processing unit and an interface of a large-capacity storage, wherein the processing unit is connected to the interface of the large-capacity storage and the wireless interface. Thus, the game hub can read, for example, game software and transfer the software via the wireless interface to a wirelessly connected mobile game device. The extended capabilities of the game hub can also be described as a game server, so in the following the expression "game hub" is used for the communication device and "game server" is used for the game hub capable of executing game software. If the mass storage interface is compatible with the mass storage device used in the wireless mobile gaming device, then using a single mass storage device in the hub is sufficient to transfer game software to the device. Therefore, a single mass storage device containing games is sufficient to provide multiplayer gaming capabilities to all connected gaming devices.
在本发明的又一附加示例实施方式中,所述无线多人游戏集线器/服务器进一步包括:显示控制器和显示器接口,其中所述显示控制器与所述显示器接口和所述处理单元相连。显示器或视频控制器使该集线器能够与诸如电视机或立体声音响之类的家用娱乐设备相连。在移动应用中,游戏功能性和接口是可用性和便携性之间的折衷。当在家中玩游戏设备时,所述集线器能够克服由类似于膝上型计算机的坞站的便携性限制引起的不便。为使其最为方便,以无线方式实现。In yet an additional example embodiment of the present invention, the wireless multiplayer game hub/server further comprises: a display controller and a display interface, wherein the display controller is connected to the display interface and the processing unit. A monitor or video controller enables the hub to interface with home entertainment equipment such as a television or stereo. In mobile applications, game functionality and interfaces are a compromise between usability and portability. The hub can overcome the inconvenience caused by the portability limitations of laptop-like docking stations when playing gaming devices at home. To make it most convenient, do it wirelessly.
在本发明的另一个示例实施方式中,所述无线多人游戏集线器进一步包括用户界面。如上所述,可以把无线多人游戏设备配置为充当移动无线多人游戏集线器。该移动无线游戏集线器是由电池供电的,以便随意移动。该移动无线游戏集线器可以基于无线多人游戏设备,后者配备有用户界面,因此移动无线游戏集线器还包括用户界面。用户界面可以用于执行识别和授权过程。同时,有助于改变连接的电视屏幕的设置,电视屏幕的运行频率可以是50Hz,60Hz,或甚至是100Hz。计算机监控器提供甚至更加不同的显示参数,可以经由所述用户界面来选择这些参数。In another example embodiment of the present invention, the wireless multiplayer game hub further includes a user interface. As noted above, a wireless multiplayer gaming device can be configured to act as a mobile wireless multiplayer hub. This mobile wireless gaming hub is battery powered for easy mobility. The mobile wireless gaming hub may be based on a wireless multiplayer gaming device equipped with a user interface, so the mobile wireless gaming hub also includes a user interface. A user interface can be used to perform identification and authorization procedures. Also, it helps to change the settings of the connected TV screen, which can run at 50Hz, 60Hz, or even 100Hz. Computer monitors offer even more varied display parameters, which can be selected via the user interface.
在本发明的另一个示例实施方式中,所述无线多人游戏集线器进一步包括桌面充电器单元。提供桌面充电器单元把需要充电的无线游戏设备插入到所述集线器中,以便将其与所述集线器中的电源相连。所述集线器设备的充电器单元可以提供用于所述移动终端设备的“坞站”,以便提供组合的充电器座和多人集线器。也有可能提供带有多于一个充电器座的桌面充电器。集线器设备可以包括2个、3个甚至3个以上的设备的充电器座或插槽,以便同时为例如多于一个家庭成员的多人游戏设备充电。In another example embodiment of the present invention, the wireless multiplayer game hub further includes a desktop charger unit. A desktop charger unit is provided for plugging a wireless gaming device requiring charging into the hub to connect it to a power source in the hub. The charger unit of the hub device may provide a "docking station" for the mobile end device to provide a combined charger stand and multi-person hub. It is also possible to provide a desktop charger with more than one charger base. The hub device may include charger docks or slots for 2, 3 or even more than 3 devices in order to simultaneously charge, for example, multiplayer gaming devices of more than one family member.
所述集线器的桌面充电器提供的机械和电气接口也可以提供用于传送数据的电气数据接口。因此,用户能够把移动游戏设备放到所述集线器上/或放到所述集线器中,然后按某个按键为玩游戏对所述设备进行身份验证/授权。也有可能提供带有附加触点的桌面充电器接口,以使该集线器设备能够访问例如在大容量存储器存储的数据,该存储器插入到所述移动游戏终端中,而该接口又插入到所述桌面充电器接口中。从而可以方便快捷地访问在所述大容量存储器中存储的游戏软件。通过把第一设备放到充电器中并激活游戏数据/软件到所述集线器设备的内部存储器的镜像,也可以使用该特征来从一个设备向另一个设备传送游戏数据。然后,通过是把设备放到所述充电器座中并上载所述软件/数据,可以把存储的游戏数据/软件装载到下一个移动游戏设备上。The mechanical and electrical interface provided by the desktop charger of the hub may also provide an electrical data interface for transferring data. Thus, a user is able to place a mobile gaming device on/into the hub and press a button to authenticate/authorize the device for game play. It is also possible to provide a desktop charger interface with additional contacts to enable the hub device to access data stored, for example, in a mass memory plugged into said mobile gaming terminal which in turn is plugged into said desktop In the charger interface. Therefore, the game software stored in the mass memory can be accessed conveniently and quickly. This feature can also be used to transfer game data from one device to another by placing the first device in the charger and activating the mirroring of the game data/software to the internal memory of the hub device. The stored game data/software can then be loaded onto the next mobile gaming device by placing the device in the charger dock and uploading the software/data.
在又一示例实施方式中,所述无线多人游戏集线器进一步包括调制解调器。提供调制解调器是为了访问因特网,从而可以经由所述调制解调器和到无线多人游戏设备的蓝牙连接进行冲浪。如果该设备还配备有显示控制器和视频输出,则用户可以使用他的无线多人游戏设备作为因特网冲浪的输入设备以及用于显示选定网页的连接的显示器/电视屏幕。集线器也可以包括存储器,以使所述集线器能够下载多人游戏中使用的游戏软件。In yet another example embodiment, the wireless multiplayer game hub further includes a modem. A modem is provided for Internet access so that surfing can be done via said modem and a Bluetooth connection to the wireless multiplayer gaming device. If the device is also equipped with a display controller and video output, the user can use his wireless multiplayer gaming device as an input device for Internet surfing and a connected monitor/TV screen for displaying selected web pages. The hub may also include memory to enable the hub to download game software for use in multiplayer games.
在本发明的又一示例实施方式中,所述无线多人游戏集线器是在无线移动游戏设备中实现的。所述无线多人游戏集线器可以是按一种方式实现的,以使无线移动游戏设备包括独立的无线多人游戏集线器,其中可以在该集线器和游戏设备之间提供硬连线连接,以使设备之间的无线电或IR连接更经济。所述无线多人游戏集线器也可以实现为无线移动游戏设备的夹式或插入式模块,使用户可以只需携带一个组合的设备体验多人游戏。考虑到功耗较高,此类插入式或夹式模块可以配备辅助电源。所述无线游戏设备也可以包括移动电话。In yet another example embodiment of the present invention, the wireless multiplayer game hub is implemented in a wireless mobile gaming device. The wireless multiplayer game hub may be implemented in a manner such that the wireless mobile gaming device includes a separate wireless multiplayer game hub, wherein a hardwired connection may be provided between the hub and the gaming device such that the device A radio or IR connection between them is more economical. The wireless multiplayer game hub can also be implemented as a clip-on or plug-in module of a wireless mobile game device, so that users only need to carry a combined device to experience multiplayer games. Due to the high power consumption, such plug-in or clip-on modules can be equipped with an auxiliary power supply. The wireless gaming device may also include a mobile phone.
根据本发明的另一方面,提供无线多人游戏系统。所述无线多人游戏系统包括:根据前述说明的多人游戏集线器以及无线移动游戏设备。所述无线移动游戏设备经由无线通信链路可与所述集线器相连,其中所述集线器是所述链路中的主设备,并且每个所述移动游戏设备是所述链路中的从设备。提供所述设备以执行游戏软件以及经由所述连接的集线器传送游戏执行数据。According to another aspect of the invention, a wireless multiplayer gaming system is provided. The wireless multiplayer game system includes: the multiplayer game hub according to the foregoing description and a wireless mobile game device. The wireless mobile gaming devices are connectable to the hub via a wireless communication link, wherein the hub is a master device in the link and each of the mobile gaming devices is a slave device in the link. The device is provided to execute game software and communicate game execution data via the connected hub.
附图说明Description of drawings
以下参照附图详细描述本发明,其中:Describe the present invention in detail below with reference to accompanying drawing, wherein:
图1表示常规无线多人网络体系结构;Fig. 1 represents conventional wireless multi-person network architecture;
图2A表示根据本发明之某一实施方式的无线多人网络体系结构;FIG. 2A shows a wireless multi-person network architecture according to an embodiment of the present invention;
图2B表示配备有充当集线器的无线多人游戏设备图2A的无线多人网络体系结构;Figure 2B shows the wireless multiplayer network architecture of Figure 2A equipped with a wireless multiplayer gaming device acting as a hub;
图3表示根据本发明之实施方式的另一个无线多人网络体系结构;Fig. 3 represents another wireless multi-person network architecture according to an embodiment of the present invention;
图4表示根据本发明之实施方式的无线多人游戏集线器的基础Figure 4 shows the basis of a wireless multiplayer game hub according to an embodiment of the present invention
实施方式;Implementation method;
图5表示根据本发明之另一实施方式的无线多人游戏集线器/服务器的另一个实施方式;以及Figure 5 shows another embodiment of a wireless multiplayer game hub/server according to another embodiment of the present invention; and
图6表示用于支持在无线多人游戏集线器处的无线多人游戏的方法的流程图。Figure 6 shows a flowchart of a method for supporting wireless multiplayer gaming at a wireless multiplayer game hub.
具体实施方式Detailed ways
通常,基于服务器的多方游戏需要中央服务器,该服务器包含主游戏应用程序,用于在正在游戏参与者的设备上运行的不同游戏客户端之间进行数据交换的预定的数据交换协议。客户服务器可以在诸如移动游戏控制台之类的移动设备上运行,或者在如个人计算机或家用游戏控制台的固定设备上运行。在所有现有情况中,服务器必须准确了解游戏逻辑和通信协议。或者将此类知识硬编码到服务器的软件模块中,或者将此类知识存储到服务器机器的大容量存储器(如硬盘驱动器)上。因此,必须在服务器机器上预先安装实际需要的游戏服务器的软件模块。在基于复杂的广域网的多方游戏服务器的情况中,这当然是有益的,其中该游戏包括非常复杂的逻辑和/或玩在游戏期间将被服务的游戏参与者的数目相当大(例如大于8个),并因此通信协议非常复杂。在这种使用情况下,在功能强大的游戏服务器机器上预先安装游戏逻辑是非常有用的,因为一方面每当游戏参与者希望玩一轮游戏时,他们几乎可以立即开始玩游戏,而无需执行冗长的安装过程。另一方面,功能强大的服务器机器处理客户设备之间的通信管理,使得客户设备不必花费其大量计算能力用于通信管理。相反,可以使用客户设备的计算性能来实现游戏内容本身的更复杂的视觉听觉体验。Typically, server-based multi-party games require a central server containing the main game application, a predetermined data exchange protocol for data exchange between different game clients running on the devices of the game participants. The client server may run on a mobile device, such as a mobile game console, or on a stationary device, such as a personal computer or a home game console. In all existing cases, the server must have precise knowledge of the game logic and communication protocols. Either hardcode such knowledge into a software module of the server, or store such knowledge on the server machine's mass storage, such as a hard drive. Therefore, the software modules of the game server that are actually required must be pre-installed on the server machine. This is of course beneficial in the case of complex wide area network based multi-party game servers where the game includes very complex logic and/or the number of game participants to be served during the game is quite large (e.g. greater than 8) ), and therefore the communication protocol is very complex. In this use case, it is very useful to have the game logic pre-installed on a powerful game server machine, because on the one hand, whenever game participants wish to play a round, they can start playing the game almost immediately without having to execute Lengthy installation process. On the other hand, a powerful server machine handles the communication management between the client devices so that the client devices do not have to spend their large computing power for communication management. Instead, the computing power of the client device can be used to achieve a more complex visual and auditory experience of the game content itself.
然而,此类配置中的问题在于以下事实:游戏必须预先安装到服务器机器上,并且实际上每个游戏都需要专用服务器。此类服务器一般是固定的,使用不很灵活。如果服务器机器要支持新游戏,则必须安装该新游戏,并且取决于服务器机器的存储器容量。有时必须卸载其它软件模块或游戏,以为新游戏释放更多存储器,这需要相对长时间段用于执行安装和卸载过程。当前的游戏服务器只是专用于一个具体游戏并且必须包括游戏逻辑和通信协议两者。它们不灵活,并且对每个游戏都需要安装/卸载。此外,在基于局部网络的多方游戏中,一个或全部无线多人游戏设备必须充当游戏服务器。However, the problem in such configurations is the fact that the games must be pre-installed on the server machine, and virtually every game requires a dedicated server. Such servers are generally fixed and not very flexible to use. If the server machine is to support a new game, the new game must be installed and depends on the memory capacity of the server machine. Sometimes other software modules or games must be uninstalled to free up more memory for the new game, which requires a relatively long period of time for performing the installation and uninstallation process. Current game servers are only dedicated to one specific game and must include both game logic and communication protocols. They are inflexible and require installation/uninstallation for each game. Additionally, in local network based multiplayer games, one or all of the wireless multiplayer gaming devices must act as game servers.
图1描述无线多人游戏网络,该网络包括无线多人游戏设备40,42′和42″。经由无线电连接44连接无线多人游戏设备。每个所述设备都配备有大容量存储器46,以向每个所述设备40-42″提供游戏逻辑软件。在图1中,无线多人游戏设备40充当游戏服务器,因此,该设备必须保留其大量性能用于通信监控。相应地,该无线多人游戏设备40的用户游戏体验会受到影响。增加的通信负载不影响其它设备42-42″。为了防止无线多人游戏设备40及其游戏者处于相对于其它设备/游戏者而言不利的地位,可以使用护航原则(convoy principle),其中游戏执行最慢的设备确定所有相连的无线多人游戏设备的游戏执行速度。从而会降低所有游戏者的游戏体验。因此,在带有无线多人游戏设备的常规多人游戏中,游戏的复杂度或执行速度会受到充当游戏服务器的无线多人游戏设备的能力的限制。Figure 1 depicts a wireless multiplayer gaming network comprising wireless
图2A和2B表示根据本发明之实施方式的无线多人网络体系结构。在图2A中,本发明提出的网络提供具有通用多方游戏服务器的可能性。本发明提出用于无线多人游戏的通用无线多人游戏服务器50,该服务器仅仅控制客户设备之间的通信,而不关心游戏逻辑本身。无线多人游戏服务器50可以操作为无线多人游戏集线器,能够独自提供许多无线多人游戏设备42-42之间的通信。2A and 2B illustrate a wireless multiplayer network architecture according to an embodiment of the present invention. In Fig. 2A, the network proposed by the present invention offers the possibility to have a universal multi-party game server. The present invention proposes a general wireless multiplayer game server 50 for wireless multiplayer games, which only controls the communication between client devices and does not care about the game logic itself. The wireless multiplayer game server 50 may operate as a wireless multiplayer game hub, capable of providing communication between many wireless multiplayer game devices 42-42'' on its own.
游戏逻辑46将在每个无线多人游戏设备42-42上实现(例如,作为大容量存储器),并且每个客户软件会依据通过通用无线多人游戏服务器50分发的游戏参与者的状态数据,展示所有参与者的游戏状态。
换句话说,本发明的基本思想是基于,在多方游戏的情况中,将游戏逻辑从游戏数据和通信管理中分离出来。通用无线游戏服务器50仅仅关心通信管理以及服务发现和游戏参与者管理。此外,通用游戏服务器并不限于具体(预定)的通信方案。因此,既不限于专用游戏,也不限于某些类型的游戏。In other words, the basic idea of the invention is based on separating the game logic from the game data and communication management in the case of a multi-party game. The generic wireless game server 50 is only concerned with communication management and service discovery and game participant management. Furthermore, the generic game server is not limited to a specific (predetermined) communication scheme. So neither limited to dedicated games nor limited to certain types of games.
对于图2A而言,其主要假设是,所涉及的每个移动游戏设备都具有可拆装的大容量存储器介质(例如多媒体卡(MMC)),该介质包括实际的游戏数据和引擎。但是通用无线多人游戏服务器50未必具有任何装置以读取可拆装的大容量存储器介质。通用无线游戏服务器50包括两个智能引擎,即初始化引擎和游戏通信控制引擎。For Figure 2A, the main assumption is that each mobile gaming device involved has a removable mass storage medium (such as a Multimedia Card (MMC)) that contains the actual game data and engine. But the universal wireless multiplayer game server 50 does not necessarily have any device to read the removable mass storage medium. The universal wireless game server 50 includes two intelligent engines, an initialization engine and a game communication control engine.
初始化引擎基于预定的协议。如果用户希望使用通用无线多人游戏服务器50开始多方游戏,则游戏参与者之一必须把他的移动无线游戏设备42-42连接到通用无线多人游戏服务器50,并且向该游戏服务器发送所需的游戏数据。数据交换将基于预定的协议,例如基于文本的标记语言。The initialization engine is based on a predetermined protocol. If a user wishes to start a multiplayer game using the universal wireless multiplayer game server 50, one of the game participants must connect his mobile wireless gaming device 42-42'' to the universal wireless multiplayer game server 50 and send the game server the required game data. Data exchange will be based on predetermined protocols, such as text-based markup languages.
发送到通用游戏服务器50的游戏数据将处理用户界面应用程序以及可能的游戏选项,诸如游戏设备42-42的最大数目,支持的级别以及配置等。发送的游戏数据还将处理游戏具体事件以及玩游戏时可能出现的状态。游戏事件反映游戏参与者创建的游戏输入,而游戏状态反映诸如游戏结束,进入下一级等依赖状况的事件。The game data sent to the general game server 50 will handle user interface applications and possible game options, such as the maximum number of game devices 42-42'', supported levels and configurations, and the like. The game data sent will also handle game specific events and states that may occur while playing the game. Game events reflect game inputs created by game participants, while game states reflect state-dependent events such as game over, going to next level, etc.
在完成初始化之后,服务器50准备好为希望一起玩一轮的42-42组提供服务。游戏参与者42-42使用对游戏轮的无线连接向游戏服务器50注册它们自己,并开始玩游戏。此后,通用游戏服务器50负责维持游戏服务。它接收来自每个游戏参与者42-42的输入事件和游戏事件,并把它们周期地(例如,高达每秒50次)传送给其它参与者42-42。涉及游戏的每个移动无线多人游戏设备42-42周期地接收来自通用游戏服务器50的更新数据包。该数据包包括涉及该游戏中的所有方的输入事件和游戏状态。因此,包含实际游戏逻辑的、在移动无线多人游戏设备42-42上实现的游戏引擎,通过展示依赖于所接收的数据的视觉听觉信号(显示帧和音频游戏信号)来更新游戏状态。After initialization is complete, the server 50 is ready to serve groups 42-42'' who wish to play a round together. The game participants 42-42'' register themselves with the game server 50 using a wireless connection to the game wheel and start playing the game. Thereafter, the general game server 50 is responsible for maintaining the game service. It receives input events and game events from each game participant 42-42'' and transmits them periodically (eg, up to 50 times per second) to the other players 42-42''. Each mobile wireless multiplayer game device 42-42'' involved in the game periodically receives update packets from the general game server 50. This packet includes input events and game state involving all parties in the game. Thus, the game engine implemented on the mobile wireless multiplayer game device 42-42'', containing the actual game logic, updates the game state by presenting visual and auditory signals (display frames and audio game signals) dependent on the data received.
在图2A中,通用无线游戏服务器50仅仅提供无线多人游戏设备之间的通信。该服务器可以通过使用无线多人游戏设备中的组件来实现。In FIG. 2A, the generic wireless game server 50 merely provides communication between wireless multiplayer game devices. The server can be implemented using components in the wireless multiplayer gaming device.
图2B表示图2A的无线多人网络体系结构,其中利用充当集线器的无线多人游戏设备提供无线集线器。在图2B中,充当集线器的无线多人游戏设备52取代图2A的通用无线游戏服务器50。充当集线器的无线多人游戏设备52仅仅提供无线多人游戏设备之间的通信。与图2A公开的体系结构相比,只使用了一种类型的游戏设备。设有需要的专有集线器设备,因此可以去除集线器设备的生产成本和开发成本。与图1类似,图2B的网络体系结构是为4个参与游戏者而提供的。与图1的体系结构相比,需要5个而不是仅4个无线多人游戏设备。FIG. 2B shows the wireless multiplayer network architecture of FIG. 2A in which the wireless hub is provided with a wireless multiplayer gaming device acting as the hub. In FIG. 2B, a wireless multiplayer game device 52 acting as a hub replaces the general wireless game server 50 of FIG. 2A. The wireless multiplayer gaming device 52 acting as a hub merely provides communication between the wireless multiplayer gaming devices. In contrast to the architecture disclosed in Figure 2A, only one type of gaming device is used. There is no proprietary hub device required, so the production and development costs of the hub device can be eliminated. Similar to Figure 1, the network architecture of Figure 2B is provided for 4 participating players. Compared to the architecture of Figure 1, 5 instead of only 4 wireless multiplayer gaming devices are required.
这是通过使用配备有例如大容量存储器的无线多人游戏设备实现的,该大容量存储设备仅仅包括把无线多人游戏设备配置为充当图2A的无线多人游戏服务器50的软件。在无线多人游戏设备中已经提供了物质先决条件,并提供,例如在大容量存储器模块中,仅用于通信控制的软件。此时,无线多人游戏系统包括5个无线多人游戏设备,其中4个42-42主动执行游戏软件并与玩家交互,而1个执行无线多人游戏服务器软件。这包括一个常规多人游戏设备54以及从硬件观点看是相同的多人游戏设备42-42。This is accomplished by using a wireless multiplayer game device equipped with, for example, a mass storage device that includes only software that configures the wireless multiplayer game device to act as the wireless multiplayer game server 50 of FIG. 2A . The material prerequisites are already provided in a wireless multiplayer game device and provided, for example, in a mass memory module, only for communication control software. At this time, the wireless multiplayer game system includes five wireless multiplayer game devices, four of which 42-42'' actively execute the game software and interact with the players, and one executes the wireless multiplayer game server software. This includes a conventional multiplayer gaming device 54 as well as multiplayer gaming devices 42-42'' that are identical from a hardware point of view.
与图2A类似,游戏逻辑46可以是在每个无线多人游戏设备42-42上实现(例如,作为大容量存储器)。充当集线器的通用无线多人游戏设备52仅仅关心通信管理以及服务发现和游戏参与者管理。不能使用充当集线器的无线多人游戏设备52参加多人游戏,这是用充当集线器的无线多人游戏设备52的用户输入界面上的叉54表示的。Similar to FIG. 2A,
尽管该终端不能用作主动的游戏成员,但是可以在该设备上显示游戏场景,从而可以能够例如具有一个充当裁判的被动游戏观察者。Although the terminal cannot be used as an active game player, the game scene can be displayed on the device, so that it is possible, for example, to have a passive game observer acting as a referee.
此外,充当集线器的无线多人游戏设备52不限于具体(预定)通信方案,专用游戏,或某些类型的游戏。Furthermore, the wireless multiplayer gaming device 52 acting as a hub is not limited to specific (predetermined) communication schemes, dedicated games, or certain types of games.
充当集线器的无线多人游戏设备52包括两个智能引擎,即初始化引擎和游戏通信控制引擎,如图2A的通用多人游戏服务器50。游戏执行和数据交换协议的实现与图2A中的类似。The wireless multiplayer game device 52 acting as a hub includes two intelligent engines, an initialization engine and a game communication control engine, such as the general multiplayer game server 50 of FIG. 2A . The implementation of the game execution and data exchange protocol is similar to that in Figure 2A.
图3表示根据本发明的另一实施方式的另一个无线多人网络体系结构。在图3中,无线多人游戏服务器52充当通信管理器以及游戏逻辑分发器。Fig. 3 shows another wireless multiplayer network architecture according to another embodiment of the present invention. In FIG. 3, a wireless multiplayer game server 52 acts as a communications manager as well as a game logic distributor.
在此情况下,其主要假设是以下事实:给无线多人游戏服务器52配备可拆装的大容量存储器48,后者包含游戏数据和逻辑。无线多人游戏设备42-42未必具有装置以读取此类大容量存储器介质。In this case, its main assumption is the fact that the wireless multiplayer game server 52 is equipped with a
在图3中,无线多人游戏服务器52配有更高智能(软件复杂度)。这是必要的,其原因在于正如图2描述的那样,它不仅通过管理移动设备之间的通信来控制游戏执行,而且还支持包括游戏逻辑的大容量存储器介质48。在此情况下,不一定需要把游戏通信数据从移动无线多人游戏设备42-42之一传送到服务器52。无线多人游戏服务器52必须向移动无线多人游戏设备42-42发送实际的游戏逻辑,因为它们内部没有逻辑。向移动无线多人游戏设备42-42分发游戏逻辑也是基于预定的协议,例如基于文本的标记语言。In FIG. 3, the wireless multiplayer game server 52 is equipped with higher intelligence (software complexity). This is necessary because it not only controls game execution by managing communications between mobile devices as described in FIG. 2, but also supports the
通用无线游戏服务器52的游戏控制引擎具有如图2中描述的相同的职责。它负责多方游戏轮的服务发现和建立。希望玩游戏的人员必须使用诸如蓝牙(BT)或无线局域网(WLAN)之类的无线连接向该引擎注册它们自己。在此步骤之后,无线多人游戏服务器52将向有关设备发送从大容量存储器48中检索的实际的游戏逻辑。无线多人游戏设备42-42一收到全部的游戏逻辑,就向服务器52回送确认。此后,实际游戏将开始并且通用游戏服务器52将如图2所述关心游戏通信管理。它接收来自每个游戏参与者的输入事件和游戏事件,并且将它们向其他参与者周期地播放(例如,高达每秒50次)。涉及游戏的每个移动无线多人游戏设备42-42周期地接收来自通用游戏服务器52的更新数据包。该数据包包括所有该游戏的涉及方的输入事件和游戏状态。因此,包含实际游戏逻辑的移动游戏控制台上的游戏引擎,通过展示依赖于所接收的数据的视觉听觉信号(显示帧和音频游戏信号)来更新游戏情况。The game control engine of the universal wireless game server 52 has the same responsibilities as described in FIG. 2 . It is responsible for the service discovery and establishment of the multi-party game wheel. Persons wishing to play the game must register themselves with the engine using a wireless connection such as Bluetooth (BT) or Wireless Local Area Network (WLAN). After this step, the wireless multiplayer game server 52 will send the actual game logic retrieved from the
在图2和图3的两种情况中,服务器50、52可以实现为集成有BT和/或WLAN能力的独立设备。如上所述,通用游戏服务器的主要功能是通信和数据交换的控制和执行。In both cases of Fig. 2 and Fig. 3, the servers 50, 52 may be implemented as stand-alone devices with integrated BT and/or WLAN capabilities. As mentioned above, the main function of a general game server is the control and execution of communication and data exchange.
在玩游戏的过程中,通用游戏服务器50、52还控制游戏参与者的存在/缺席。如果某一游戏参与者希望离开或加入游戏方,它必须从无线多人游戏设备42-42向通用游戏服务器50、52发送信号,该信号指示离开/加入游戏的意图。During game play, the general game server 50, 52 also controls the presence/absence of game participants. If a certain game participant wishes to leave or join a game party, it must send a signal from the wireless multiplayer game device 42-42'' to the general game server 50, 52 indicating the intention to leave/join the game.
图4表示根据本发明的实施方式的无线多人游戏集线器的基本实施方式。在图4中,通用无线游戏集线器2被具体实现为游戏通信控制器。在图4中,游戏通信服务器仅仅充当数据传送供应者,因此,使用术语“集线器”用于强调无线多人游戏服务器的主要通信实现。Figure 4 shows a basic implementation of a wireless multiplayer game hub according to an embodiment of the present invention. In FIG. 4, the universal
该实现基于两个部分。独立的无线多人游戏集线器2需要足够的计算能力以及存储器(未示出)。集线器设备2至少配备有一个无线连接装置,如BT或W-LAN。集线器2配备有初始化引擎8和通信引擎9,用于以预定方式交换游戏通信数据。两个引擎都需要数据交换协议。两个引擎都与安装有天线6的收发器4相连。The implementation is based on two parts. A stand-alone wireless
该实现可以采用一般方式,例如使用基于文本的标记语言。通过使用二进制协议,可以与装载时间(初始化所需的时间)相关地优化协议设计。This implementation can be done in a generic way, for example using a text-based markup language. By using a binary protocol, the protocol design can be optimized in relation to loading time (time required for initialization).
如果使用蓝牙连接,则需要考虑蓝牙微微网可以支持多达8个彼此相连的蓝牙设备。例如,如果在游戏集线器50中实现两个蓝牙模块,则两个蓝牙模块可以作为与蓝牙分散网相连的两个微微网中的主设备。通过协调游戏执行数据,可以把14个无线移动游戏设备连接到游戏集线器50,而不会对游戏执行本身产生任何干扰。If you use a Bluetooth connection, you need to consider that a Bluetooth piconet can support up to 8 Bluetooth devices connected to each other. For example, if two Bluetooth modules are implemented in the game hub 50, the two Bluetooth modules can act as masters in two piconets connected to the Bluetooth scatternet. By coordinating the game execution data, 14 wireless mobile gaming devices can be connected to the game hub 50 without any interference with the game execution itself.
希望使用通用游戏服务器开发多方游戏的游戏开发人员必须了解该协议。为此目的,反映所需功能性的应用协议接口(API)集可以被准备并且实现为动态加载库。可以为游戏开发人员提供该库,以提供更多的用处。该库应至少包含向通用游戏服务器传送以下信息的功能性,例如参与者的最大数目,事件的数目,可用事件的列表,用户界面选项,可用游戏状态和等级以及出现通信错误时的基本异常处理。Game developers who wish to develop multiparty games using a general purpose game server must understand the protocol. For this purpose, a set of application protocol interfaces (APIs) reflecting the required functionality can be prepared and implemented as a dynamically loaded library. This library can be provided to game developers for further usefulness. The library should contain at least functionality to communicate information to the generic game server, such as the maximum number of participants, the number of events, a list of available events, user interface options, available game states and levels, and basic exception handling in case of communication errors .
图5表示根据本发明之另一实施方式的无线多人游戏服务器2的另一个实施方式。在图5中,通用无线游戏服务器2包括通信控制器以及游戏逻辑分发器。Fig. 5 shows another embodiment of the wireless
在图5中,通用游戏服务器配有更多计算能力。游戏服务器2不仅起通信服务器的作用,而且还可以是配有可拆装的大容量存储器介质22的局部网络中仅有的设备,大容量存储器介质22包括实际的游戏逻辑。在图5中,游戏服务器2为配备有所需内部存储器和计算能力的独立设备。In Figure 5, the general game server is equipped with more computing power. The
另外,在此情况下,服务器2需要诸如BT或WLAN的无线连接装置,这是由与天线6相连的收发器4提供的。该服务器将基于两个软件引擎。连接控制引擎或初始化引擎8负责处理游戏服务发现,以及在玩游戏时监控所连接的设备的可用性。服务器2还配有游戏控制引擎10,用于监控玩游戏期间的游戏流。它还负责管理游戏通信,即收集涉及多方游戏的所有设备的输入事件并且过分地分发这些事件,使得每个设备都可以周期获得同步数据包,后者包括有关设备生成的全部事件。Also, in this case the
软件引擎10负责向游戏的方有关移动游戏设备过分地分发游戏逻辑。为此目的,可以使用基于标记语言(与图4类似)的预定通信协议。The
经由蓝牙模块4,可以将无线多人游戏服务器2链接到无线多人游戏设备42-42。无线多人游戏服务器2可以包括控制器16以及用于多种固定设备,例如电视输出,立体声声频线路输出,以太网和LAN的连接器。Via the
无线多人游戏服务器2可以包括接口14用于例如MMC插槽和/或CD/DVD-R/RW驱动器的大容量存储器设备22,。无线多人游戏服务器2包括中央处理单元(CPU)12和内部RAM(未示出)。The wireless
无线多人游戏服务器2不需要内置用户界面。用户可以通过无线连接控制游戏服务器2,而该无线连接又是通过了连接的无线多人游戏设备的至少一个。
可以从无线多人游戏服务器2向无线多人游戏设备传送游戏内容,反之亦然。可以从无线多人游戏设备通过蓝牙向无线多人游戏服务器2传送音频信号和控制信号。游戏服务器2有处理单元12以运行游戏软件的镜像实现。Game content can be transferred from the wireless
也可以按以下方式实现无线多人游戏服务器:该无线多人游戏设备仅仅无线地向多人游戏服务器传送键控,并且全部游戏在服务器上运行。在多人游戏的情况中,游戏服务器需要运行服务器软件以组合不同的屏幕。A wireless multiplayer game server could also be implemented in such a way that the wireless multiplayer game device just wirelessly transmits keying to the multiplayer game server, and the entire game runs on the server. In the case of multiplayer games, the game server needs to run server software to combine the different screens.
可以实现特权管理系统,以便允许两个处理器(服务器中的处理器和游戏设备中的处理器)与同一游戏大容量存储器一起运行。A privilege management system can be implemented to allow two processors (the processor in the server and the processor in the game device) to run with the same game mass storage.
可以把无线多人游戏服务器2实现为与CD/DVD R/RW存储器装置和I/O连接器一起服务的无线(蓝牙或WLAN)站。无线多人游戏服务器可以用于为以下使用场景提供服务:The wireless
服务器可以播放来自插入的CD/DVD中的游戏/或演示。The server can play games and/or demos from an inserted CD/DVD.
服务器可以备份/存储移动无线多人游戏设备中的游戏。The server can backup/store the games in the mobile wireless multiplayer gaming device.
可以把服务器连接到诸如电视机或家用立体声音响之类的功能强大的用户界面元件,从而当在家中使用时可以获得更丰富的游戏体验。The server can be connected to powerful user interface elements such as a television or home stereo for a richer gaming experience when used at home.
服务器可以显示多人游戏期间的比赛屏幕。The server may display a game screen during a multiplayer game.
无线多人游戏服务器允许用户使用相同的物理移动无线游戏设备以及移动和固定环境中的游戏内容。从投资观点看这是有益的,并且得益于了解不同设备。Wireless multiplayer game servers allow users to use the same physical mobile wireless gaming device and game content in both mobile and stationary environments. This is beneficial from an investment point of view and benefits from knowing the different devices.
所描述的无线多人游戏服务器进一步包括调制解调器20。调制解调器20可以提供用于经由所述调制解调器以及与所连接的移动多人游戏设备的无线连接,访问因特网进行冲浪的连接26。The depicted wireless multiplayer game server further includes a
所描述无线多人游戏服务器2进一步包括桌面充电器单元18。提供桌面充电器装置18以对移动多人游戏设备进行充电,其中移动多人游戏设备与所述无线多人游戏服务器2相连。可以把充电器单元18提供为所述移动终端设备的“坞站”,以提供组合的充电器座和多人游戏服务器。也有可能把桌面充电器单元18连接到处理器单元12,以便对高性能可充电电池进行计算机控制的充电。为清晰起见,在图4和图5中没有描述电源。The depicted wireless
图6表示用于支持在无线多人游戏集线器处的无线多人游戏的方法的流程图。该方法包括,通过根据初始化协议执行初始化过程,在服务器上建立到至少一个移动游戏设备的无线(例如无线电或IR)连接。该初始化过程包括初始化前面的设备发现过程30。在该发现过程中,经由空中接口检测设备,并执行初步的数据交换以确定所述设备是否实际上是游戏设备。在初始化过程32期间,交换设备和游戏通信数据以准备游戏数据交换。在该初始化过程期间,形成服务器对全体无线网络,其中每个所述连接的游戏设备都是作为从设备无线地连接的。亦即服务器设备是主设备并控制所有连接的设备之间的通信。假定至少两个设备实际上与该服务器设备相连。Figure 6 shows a flowchart of a method for supporting wireless multiplayer gaming at a wireless multiplayer game hub. The method includes establishing a wireless (eg radio or IR) connection at the server to at least one mobile gaming device by performing an initialization procedure according to an initialization protocol. This initialization process includes initializing the preceding device discovery process 30 . During this discovery process, devices are detected via the air interface and a preliminary data exchange is performed to determine if the device is in fact a gaming device. During the initialization process 32, device and game communication data are exchanged in preparation for game data exchange. During this initialization process, a server-to-popular wireless network is formed, wherein each of said connected gaming devices is wirelessly connected as a slave device. That is, the server device is the master device and controls communication between all connected devices. It is assumed that at least two devices are actually connected to the server device.
如果连接了至少两个设备并启动多人游戏,则服务器设备控制34所述至少两个游戏设备之间的游戏执行数据的传送。在两个连接的移动游戏设备的情况中,与设备同时执行游戏软件和通信的标准过程相比,在性能方面的收获相对小。然而,在例如7个连接的移动游戏设备的情况中,通信的执行需要相当大量的处理能力,否则不可用于执行该游戏。If at least two devices are connected and a multiplayer game is started, the server device controls 34 the transfer of game execution data between said at least two gaming devices. In the case of two connected mobile gaming devices, the gain in performance is relatively small compared to the standard process where the devices simultaneously execute the gaming software and communicate. However, in the case of eg 7 connected mobile gaming devices, the execution of the communication requires a considerable amount of processing power which is otherwise not available for execution of the game.
本发明可以提供以下优点:The present invention can provide the following advantages:
能够快速访问新游戏,因为不需要在游戏通信服务器上安装新游戏。Enables quick access to new games, as new games do not need to be installed on the game communication server.
使用诸如基于蓝牙或基于W-LAN的连接的无线局部网络,可以降低游戏者的运行时间成本,因为他们无需为游戏的通话时间付费。Using a wireless local network, such as a Bluetooth-based or W-LAN-based connection, the gamer's run-time cost can be reduced because they do not have to pay for airtime in the game.
可以更好地利用移动游戏设备的计算能力,因为通用游戏服务器负担了通信负载并关心玩游戏期间的通信。The computing power of the mobile game device can be better utilized because the general game server takes the communication load and takes care of the communication during game play.
当仅仅应用BT、辅助视频(AV)和串行端口配置时,无需标准变更就能实现本发明。When only BT, Auxiliary Video (AV) and serial port configurations are applied, the invention can be implemented without standard changes.
另外,其他的移动增强厂商可以提供兼容设备。Additionally, other mobile enhancement vendors may provide compatible devices.
可以利用单一附加专用服务器硬件提供这些优点。These advantages can be provided with a single additional dedicated server hardware.
在示例的帮助下,本申请包含本发明的实现和实施方式的说明。本领域的技术人员可以理解,本发明并不限于上面展示的实施方式的细节,并且也可以用另一种形式实现本发明而并不背离本发明的特征。应该认为以上展示的实施方式是说明性的,而非限制性的。因此,实现和使用本发明的可能性仅仅受所附权利要求书的限制。因此,所附权利要求书限定的实施本发明的各种选项,包括其等效实现,也属于本This application contains a description of implementations and embodiments of the invention with the aid of examples. It will be appreciated by a person skilled in the art that the invention is not restricted to the details of the embodiments presented above and that it can also be implemented in another form without departing from the characteristics of the invention. The embodiments presented above should be considered as illustrative and not restrictive. Therefore, the possibilities of implementing and using the invention are limited only by the appended claims. Accordingly, various options for implementing the invention as defined by the appended claims, including their equivalent implementations, also belong to the present invention.
发明的范围。the scope of the invention.
参考数字列表List of Reference Numerals
2无线多人游戏集线器2 wireless multiplayer hubs
4无线接口4 wireless interface
6 天线6 antennas
8 初始化引擎8 Initialize the engine
9 游戏通信控制引擎9 Game communication control engine
10 游戏执行引擎10 game execution engine
12 处理单元12 processing units
14 大容量存储器接口14 Mass storage interface
16 显示/音频接口控制器16 Display/audio interface controller
18 桌面充电器单元18 desktop charger unit
20 因特网调制解调器20 Internet modems
22 大容量存储设备22 mass storage device
24 视频/显示连接24 video/display connections
26 因特网连接26 Internet connection
30 设备发现过程30 Device Discovery Process
32 初始化过程32 Initialization process
34 游戏数据交换过程34 Game data exchange process
40 充当主设备的无线多人游戏设备40 wireless multiplayer device acting as master
42-42 充当从设备的无线多人游戏设备42-42 Wireless multiplayer gaming device acting as slave
44 无线连接44 wireless connection
46 包括游戏软件的大容量存储器46 Mass memory including game software
48 包括集线器软件的大容量存储器48 Mass storage including hub software
50 充当主设备的无线多人游戏设备50 wireless multiplayer devices acting as master
52 充当集线器的无线多人游戏设备52 Wireless Multiplayer Gaming Devices Acting as Hubs
54 充当集线器的无线多人游戏设备的去激活的用户界面54 Deactivated User Interface for Wireless Multiplayer Gaming Device Acting as Hub
Claims (21)
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- 2003-09-19 CN CNA038270854A patent/CN1838980A/en active Pending
- 2003-09-19 US US10/570,526 patent/US20070093294A1/en not_active Abandoned
- 2003-09-19 EP EP03818696A patent/EP1663428A1/en not_active Withdrawn
- 2003-09-19 AU AU2003263442A patent/AU2003263442A1/en not_active Abandoned
- 2003-09-19 WO PCT/IB2003/004046 patent/WO2005028057A1/en not_active Ceased
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2011
- 2011-03-24 US US13/071,294 patent/US20110230269A1/en not_active Abandoned
Cited By (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| CN106232194A (en) * | 2014-04-22 | 2016-12-14 | 索尼互动娱乐股份有限公司 | Game delivery device, game delivery method and game delivery program |
| CN106232194B (en) * | 2014-04-22 | 2020-06-30 | 索尼互动娱乐股份有限公司 | Game delivery device, game delivery method, and game delivery program |
| CN110855861A (en) * | 2019-10-16 | 2020-02-28 | 建荣半导体(深圳)有限公司 | Online game method and device for child camera and child camera |
Also Published As
| Publication number | Publication date |
|---|---|
| EP1663428A1 (en) | 2006-06-07 |
| WO2005028057A1 (en) | 2005-03-31 |
| US20070093294A1 (en) | 2007-04-26 |
| US20110230269A1 (en) | 2011-09-22 |
| AU2003263442A1 (en) | 2005-04-11 |
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