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US20060135258A1 - System, network entity, client and method for facilitating fairness in a multiplayer game - Google Patents

System, network entity, client and method for facilitating fairness in a multiplayer game
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Publication number
US20060135258A1
US20060135258A1US11/015,253US1525304AUS2006135258A1US 20060135258 A1US20060135258 A1US 20060135258A1US 1525304 AUS1525304 AUS 1525304AUS 2006135258 A1US2006135258 A1US 2006135258A1
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United States
Prior art keywords
clients
client
network latency
game
data packet
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Legal status (The legal status 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 status listed.)
Abandoned
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US11/015,253
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Shashikant Maheshwari
Giridhar Mandyam
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Nokia Inc
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Nokia Inc
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Publication date
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Priority to US11/015,253priorityCriticalpatent/US20060135258A1/en
Assigned to NOKIA CORPORATIONreassignmentNOKIA CORPORATIONASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS).Assignors: MANDYAM, GIRIDHAR, MAHESHWARI, SHASHIKANT
Publication of US20060135258A1publicationCriticalpatent/US20060135258A1/en
Abandonedlegal-statusCriticalCurrent

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Abstract

A system for facilitating fairness in a multiplayer game includes a network entity (e.g., game server) capable of operating a game application that can operate a multiplayer game. A plurality of clients is associated with a network latency, and can communicate with the network entity across at least one network. The system further includes a time-delay module disposed between the clients and the game application. The time-delay module can receive a data packet associated with a particular client during play of the multiplayer game, and delaying the data packet for at least a portion of delay time associated with the particular client before passing the delayed packet to the game application or the particular client for processing. In this regard, the delay time is based upon the network latency of the first client and an effective network latency set based upon the network latencies of the plurality of clients.

Description

Claims (26)

1. A system for facilitating fairness in a multiplayer game, the system comprising:
a gaming architecture comprising at least one network entity capable of operating a game application, the game application being capable of operating a multiplayer game;
a plurality of clients capable of communicating with the gaming architecture across at least one network to play the multiplayer game, wherein the plurality of clients are each associated with a network latency, and wherein the plurality of clients include a given client; and
a time-delay module disposed across at least one network from the plurality of clients, and between the plurality of clients and the game application,
wherein the time-delay module is capable of receiving a data packet associated with the particular client during play of the multiplayer game, wherein the time-delay module is capable of delaying the data packet for at least a portion of a delay time associated with the particular client, the delay time being based upon the network latency of the particular client and an effective network latency set based upon the network latencies of the plurality of clients, and
wherein the time-delay module is capable of passing the delayed data packet to one of the game application and the particular client.
4. A network entity for facilitating fairness in a multiplayer game, the game server comprising:
a processor capable of at least partially operating a game application, the game application being capable of operating a multiplayer game played by a plurality of clients across at least one network, wherein the plurality of clients include a particular client and are each associated with a network latency, wherein the processor is also capable of operating a time-delay module,
wherein the time-delay module is capable of receiving a data packet associated with the particular client during play of the multiplayer game, wherein the time-delay module is capable of delaying the data packet for at least a portion of a delay time associated with the particular client, the delay time being based upon the network latency of the particular client and an effective network latency set based upon the network latencies of the plurality of clients, and
wherein the time-delay module is capable of passing the delayed data packet to one of the game application and the particular client.
12. A client for playing a multiplayer game, the client comprising:
a processor capable of communicating with a game application during play of a multiplayer game played by at least one other client, each of the clients being associated with a network latency,
wherein the processor is capable of communicating with the game application such that a time-delay module, disposed across the at least one network from the client, is capable of receiving a data packet associated with the client during play of the multiplayer game, such that the time-delay module is capable of delaying the data packet for at least a portion of a delay time associated with the client, the delay time being based upon the network latency of the client and an effective network latency set based upon the network latencies of the plurality of clients, and such that the time-delay module is capable of passing the delayed data packet to one of the game application and the client.
19. A method of facilitating fairness in a multiplayer game, the method comprising:
receiving a data packet during play of a multiplayer game, wherein receiving a data packet comprises at least one of receiving a data packet from a particular client across at least one network, and receiving a data packet intended for the particular client, and wherein the particular client is one of a plurality of clients that are each associated with a network latency;
delaying the data packet for at least a portion of a delay time associated with the particular client, the delay time being based upon the network latency of the particular client and an effective network latency set based upon the network latencies of the plurality of clients; and
passing the delayed data packet, wherein passing the delayed data packet comprises at least one of passing the delayed data packet to a game application when the received data packet is from the particular client, and passing the delayed data packet across at least one network to the particular client when the received data packet is intended for the particular client.
US11/015,2532004-12-172004-12-17System, network entity, client and method for facilitating fairness in a multiplayer gameAbandonedUS20060135258A1 (en)

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US11/015,253US20060135258A1 (en)2004-12-172004-12-17System, network entity, client and method for facilitating fairness in a multiplayer game

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US11/015,253US20060135258A1 (en)2004-12-172004-12-17System, network entity, client and method for facilitating fairness in a multiplayer game

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