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700 results about "Game client" patented technology

A Game client is a network client that connects an individual user to the main game server, used mainly in multiplayer video games. It collects data such as score, player status, position and movement from a single player and send it to the game server, which allows the server to collect each individual's data and show every player in game, whether it is an arena game on a smaller scale or a massive game with thousands of players on the same map. Even though the game server displays each player's information for every player in a game, players still have their own unique perspective from the information collected by the game client, so that every player's perspective of the game is different, even though the world for every player is the same. The game client also allows the information sharing among users. An example would be item exchange in many MMORPG games where a player exchange an item he/she doesn't want for an item he/she wants, the game clients interconnect with each other and allows the sharing of information, in this exchanging items. Since many games requires a centralized space for players to gather and a way for users to exchange their information, many game clients are a hybrid of client-server and peer-to-peer application structures.

System and method for facilitating multiplayer online gaming

A system and method for facilitating multiplayer online gaming is disclosed. The system 100 includes a client gaming program 108 and a gaming LSP 114, which are stored and operate on a client computer terminal 120. The client gaming program 108 detects when certain individuals identified by a user are playing online games and notifies the user of the individuals currently playing games online and the games that the individuals are playing. The client gaming program 108 allows the user to easily join the games in progress. The gaming program 108 and LSP 114 also monitor and detect games that are running on the terminal 120 and the connection status of the games. The gaming program 108 communicates data regarding the user, games and connection status over the computer network for receipt by selected individuals.
Owner:AG 18

Method and apparatus for providing dynamic moods for avatars

Method and apparatus for providing dynamic moods for updating online identities are disclosed. For example, when a user updates the moods and / or gestures of his or her avatar(s), the mood and / or gesture changes are stored in a user database. The changes are also detected by an event router that sends a mood change notification in real time to all pertinent servers that are currently supporting on-line applications for the user. The servers will send the mood change notification in real time to pertinent clients, e.g., an instant messenger client, a mobile instant messenger client, an interactive game client and the like. As a result, dynamic mood changes to a user's avatar can be shown in real time to other users interacting with the user.
Owner:OATH INC

Method and system for dynamically incorporating advertising content into multimedia environments

Methods and systems for dynamically incorporating advertising content into multimedia environments, such as games, are provided. Example embodiments include a dynamic inserter, which selects content, based upon a set of criteria, to deliver to a receiving client system, such as a game client. The receiving client system typically dynamically determines locations within the game where advertisements are desirably inserted. Associated with these locations are ad tags that specify criteria for the ads including, for example ad type, ad genre, and scheduling information, which are sent by the client system to the dynamic inserter to select appropriate ads. The dynamic inserter selects ads based upon the criteria and sends them to the client system, which selects them for ad tags with conforming criteria. The client system then renders the selected ad in the appropriate location.
Owner:XYLON LLC

Method and system for dynamically incorporating advertising content into multimedia environments

Methods and systems for dynamically incorporating advertising content into multimedia environments, such as games, are provided. Example embodiments include a dynamic inserter, which selects content, based upon a set of criteria, to deliver to a receiving client system, such as a game client. The receiving client system typically dynamically determines locations within the game where advertisements are desirably inserted. Associated with these locations are ad tags that specify criteria for the ads including, for example ad type, ad genre, and scheduling information which are sent by the client system to the dynamic inserter to select appropriate ads. The dynamic inserter selects ads based upon the criteria and sends them to the client system, which selects them for ad tags with conforming criteria. The client system then renders the selected ad in the appropriate location.
Owner:XYLON LLC

Method and apparatus for providing real-time notification for avatars

A real time notification for updating online identities, known as avatars, is disclosed. For example, when a user updates his or her avatar(s), the changes are stored in a user database. The changes are also detected by an event router that sends a change notification in real time to all pertinent servers that are currently supporting on-line applications for the user. The servers will send the change notification in real time to pertinent clients, e.g., an instant messenger client, a mobile instant messenger client, an interactive game client and the like.
Owner:R2 SOLUTIONS

Method and system for modifying object behavior based upon dynamically incorporated advertising content

Methods and systems for dynamically incorporating advertising content into multimedia environments, such as games, are provided. Example embodiments include a dynamic inserter, which selects content, based upon a set of criteria, to deliver to a receiving client system, such as a game client. The receiving client system typically dynamically determines locations within the game where advertisements are desirably inserted. Associated with these locations are ad tags that specify criteria for the ads including, for example ad type, ad genre, and scheduling information, which are sent by the client system to the dynamic inserter to select appropriate ads. The dynamic inserter selects ads based upon the criteria and sends them to the client system, which selects them for ad tags with conforming criteria. The client system then renders the selected ad in the appropriate location.
Owner:NOATAK SOFTWARE

Spatial position sharing system, data sharing system, network game system, and network game client

In a client (16), current position information and predicted future position information for an object that have been generated in another client (16) are received, and estimated current position information for the same object in virtual space are sequentially generated based on these items of information. A game server (12) controls transfer of position information received from non-specified clients to specified clients. Further, at the client (16), in a message input mode, current position information for an object is generated automatically or semi-automatically, and that current position information is transmitted to the game server (12).
Owner:GENKI

Mobile Networked Gaming System

A mobile networked gaming system wherein a downloadable game client application connects a player to at least one game server (or wireless network), wherein the at least one game table is hosted on said game server. The game server (or wireless network) provides game operations and displays for transmission to the game client application and a display including at least one screen display including at least one lobby screen display from which a player can manually request to be seated at one or more of a plurality of virtual game positions in one or more of a plurality of multi-player or single-player games. Furthermore, a selectable automated seating option is available for automatically seating a player at one or more of a plurality of virtual game positions, wherein a player is directly seated when the player logs-in to the mobile networked gaming system. Embodiments of the present invention are disclosed as a mobile poker client application and a mobile casino client application incorporating the above features.
Owner:ENTAIN MARKETING (UK) LTD

Method and apparatus for providing real-time notification for avatars

A real time notification for updating online identities, known as avatars, is disclosed. For example, when a user updates his or her avatar(s), the changes are stored in a user database. The changes are also detected by an event router that sends a change notification in real time to all pertinent servers that are currently supporting on-line applications for the user. The servers will send the change notification in real time to pertinent clients, e.g., an instant messenger client, a mobile instant messenger client, an interactive game client and the like.
Owner:R2 SOLUTIONS

Wake-on-Event Game Client and Monitor for Persistent World Game Environment

A mechanism is provided for automatically waking a game client responsive to game events occurring within a persistent world online game. An event monitor monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent automatically activates execution of game client software. The player agent may also automatically log the player into the game server through the game client software. The player agent may generate and present a launcher dialog prompting the user whether to launch the game client software. Alternatively, the player agent may send a message to a messaging device of the offline player with instructions for launching the game client software remotely. Responsive to a message including a launch command, the player agent automatically launches the game client software on a game client device associated with the offline player.
Owner:IBM CORP

Method for processing resource of network game client

InactiveCN101626391AFast game experienceRealize batch downloadData switching networksGame playerClient-side
The invention discloses a method for processing resources of a network game client, which comprises the following steps: carrying out capturing processing on a resource file used by a game client through a hook tool, acquiring the resource file used in the game process, recording a transferring path and the transferring time of the file, carrying out editing regulation on the acquired resource file used in the game process by utilizing a resource editing regulation tool to generate a minimal client resource and a residual resource, releasing the residual resource to a network game update server, configuring the minimal client resource for the game client, starting a game by the game client, filling the downloaded residual resource needing to be updated to an original position of the client, entering the game and simultaneously starting a downloading program, downloading the undownloaded residual resource in backstage, and updating a local update file list and a local update catalog. The method is adopted and can simply download a program of a large network game client; and a game player can rapidly carry out game experience.
Owner:SHENGQU INFORMATION TECH SHANGHAI

Distributed session listing and content discovery

The present invention enables a game server to provide hosting services by connecting the game server device to a peer group, notifying at least one member of the peer group of the availability of the server device, and enabling the server device to accept and respond directly to searches for the hosting services, which are directed at the peer group by one or more gaming client devices. Discovery of peer group gaming content as well as updating such content are also provided by the present invention. The present invention further enables both peer group protocol supported and non-supported devices to interact with and provide the services provided by a peer group.
Owner:MICROSOFT TECH LICENSING LLC

Data processing method, device and system in online game system

The invention discloses a data processing method, device and system in an online game system. The data processing method comprises the steps that after a game player logs into an online game client side and starts an online game, the online game client side obtains at least one organization player group and player group information of the organization player group; after the game player joins one or more organization player groups by triggering an organization player group control, the game player automatically logs into a game chat room corresponding to the currently joined organization player group; according to the player group information of the organization player group, an embedded chat room, corresponding to the game chat room which the game player automatically logs into, in an embedded chat client side is obtained; operation information generated in the game chat room is transmitted to the embedded chat room bound to the game chat room through intercommunication. By the adoption of the data processing method, device and system in the online game system, the technical problem that due to the fact that information intercommunication cannot be established between the online game client side and the embedded chat client side, resources of the system are wasted is solved.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Network game system and method for realizing same

ActiveCN1743043AGreat funGreat satisfactionVideo gamesData switching networksDisplay deviceClient-side
The invented network game system includes server terminal and several customer terminals, between the described server terminal and every described customer terminal the data interaction can be implemented by means of communication network, every described customer terminal can be operated and controlled by player; the described server terminal includes game logic processing device and network processing device for supporting multiple connection; the described customer terminal includes game logic processing device, network processing device, interface interacting device and display device. Said invention also provides the method for implementing said system.
Owner:珠海市西山居软件有限公司

Method and system for collecting and communicating dynamically incorporated advertising information

Methods and systems for dynamically incorporating advertising content into multimedia environments, such as games, are provided. Example embodiments include a dynamic inserter, which selects content, based upon a set of criteria, to deliver to a receiving client system, such as a game client. The receiving client system typically dynamically determines locations within the game where advertisements are desirably inserted. Associated with these locations are ad tags that specify criteria for the ads including, for example ad type, ad genre, and scheduling information which are sent by the client system to the dynamic inserter to select appropriate ads. The dynamic inserter selects ads based upon the criteria and sends them to the client system, which selects them for ad tags with conforming criteria. The client system then renders the selected ad in the appropriate location.
Owner:XYLON LLC

Game system

The invention provides a game system comprising a game server and a game client connected with the game server, wherein the game system further comprises a live broadcast access server used for accessing live broadcast service provided by a live broadcast platform in the game client, wherein the live broadcast access server comprises a live broadcast hall service unit used for obtaining a live broadcast list of the live broadcast platform according to a preset rule, and allocating a corresponding game live broadcast room to at least a part of live broadcast rooms of the live broadcast platformin the live broadcast list; and a game live broadcast room service unit used for creating a corresponding game live broadcast room according to the allocation of the live broadcast hall service unit;and the live broadcast hall service unit is further used for sending live broadcast data obtaining address to the game players in the game live broadcast room via the game server, so that the game client receives live broadcast data. The game system has the advantages of high stability and high data transmission efficiency.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Network game system and method for establishing game elements

The invention belongs to the field of network game technology, and discloses the network game system to create game element and the method that players create games by using the system. The system includes game elements creating system. The players use the system to select the game elements though input device and set the property, and send the game elements and property information to the game server though the client end. The server generates the game elements data according to received information, and shows the game map through the client end. Thus it achieves that the player can create games according to their own desires, and makes the player become the dominant of games enhancing the game experience.
Owner:BEIJING KINGSOFT SOFTWARE +1

Cheat Prevention Method, System and Client Terminal for Online Game

The present invention discloses a cheat prevention method for an online game. The method includes: determining, by the game server, a partner for a player according to information submitted by a game client terminal used by the player, and sending information of the partner of the player to the game client terminal used by the player; and refusing, by the game client terminal used by the player, to send a message to the partner of the player. The present invention also discloses a system and a client terminal in accordance with the method. The present invention can effectively prevent cheat in online games.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Networked Gaming System

A networked gaining system wherein a game client application connects a player to at least one game server having at least one game table. The game server provides game operations and displays for transmission to the game client application and a display including at least one screen display designating a lobby from which a player can request to be seated at one or more of a plurality of virtual game positions in one of a plurality of multi-player games. The at least one lobby screen display is accessible without the user having to login to the game client application. Further, a player may configure the networked gaming system so that when the user logs-in, the player is immediately taken to a game and “bought-in”, if necessary. An embodiment of the present invention is disclosed as an overlay messaging program incorporating the above features.
Owner:PARTYGAMING IA LTD

Authentication method for network game client and server cluster

The present invention discloses a verification method to on-line game client side and server cluster and comprises the following steps: verifying ID to authentication server with username and password by client; assigning a random number and a symmetric encryption key to client; encrypting the random number with the symmetric encryption key by client and taking the encrypted random number as verification evidence for ID verification with other server in server cluster. The random number and symmetric encryption key assigned by authentication server are taken as the basis of ID verification and authentication between client and on-line game server in server cluster through the invention; hence, there is no need to save username and password for long time in client side and possibility of leaking username and password is prevented, verification process of server cluster is simplified, efficiency of on-line game server is improved.
Owner:KONKA GROUP

Active anti-plug-in online game system and anti-plug-in method thereof

The invention discloses an active anti-plug-in online game system and an anti-plug-in method thereof. The system comprises a game server and a game client side; data interaction is performed between the game server and the game client side through a communication network; and the game client side is controlled by a game player. The system is characterized in that the game client side is provided with an anti-plug-in component which is loaded when an online game runs; after being successfully logged in, the game client side and the game server perform a seed cipher key, symmetric encipherment algorithm and message authentication code generation algorithm for safety negotiation data communication; the anti-plug-in component is in charge of actively monitoring the online game client side, encrypting monitored results through the symmetric encipherment algorithm after safety negotiation and sending the monitored results to the game server; and the game server is provided with a server terminal anti-plug-in system which decrypts and verifies the monitored results from the game client side according to relevant cryptographic algorithms after the safety negotiation, and performs query matching on the monitored results from the game client side to identify whether the game client side uses an plug-in program. The system is bound to game process, organically combines a data security communication technology with a client side protection technology, and can efficiently and securely defends various plug-in technologies.
Owner:SUZHOU INST FOR ADVANCED STUDY USTC

Method and system for secure distribution of subscription-based game software

Methods and Systems for securely distributing software in a subscription-based environment are provided. In an example embodiment, a Game Security Facility (“GSF”) associated with a game server is used to manage secure communications with game clients. The GSF typically manages secure communication of the accounting and billing information and secure communication of game session data. In typical operation, the game client generates a pass-phrase that transparently includes a unique identifier of the machine upon which the subscription software will reside. RSA-type key pairs that are then generated using this pass-phrase will be associated uniquely with both the game player and with the machine upon which the software resides, thus preventing unauthorized copying to another machine or unauthorized use by a third party. A public key generated using this pass-phrase is forwarded to the GSF, which uses it to generate a unique one-time random session key (for use as a symmetric key) for each session with the game client. The session key is then encrypted for the game client using the public key of the client. Session data, including the original game files downloaded upon successfully subscribing, are then transmitted between the game server and the game client using encrypted versions of the session key. In one embodiment, the game client can upgrade the machine upon which the subscription data resides, cause the session keys to be reissued using a new public key, and retain access to previously downloaded data.
Owner:CLOUDROCK LLC

Online game video recording and playback method based on data synchronization

The invention discloses an online game video recording and playback method based on data synchronization. Synchronous data packets in the game process are intercepted and copied and then played back through a game client side. The memory occupied by the network data packets is quite small, and advantages are extremely achieved compared with an ordinary video recording method. The process of playing back the network data packets and simulating the game through the game client side is free of damage, and a user does not need to worry about the image quality.
Owner:ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1

Customizable, adaptable, multiuser computer-based role-playing method and apparatus therefor

Game client, game server, Web application server, and database server including database with data representative of a virtual world. Game client or server, or both, includes motifs, motif manager, character manager, scenes-a-faire manager, and display manager coupled to display, all in communication with game manager, and pseudorandomizer, which can instigate changing of a motif. Motifs are representative of a game character or environment. A user interface has mass sensor, accelerometer, haptic device, first device for visual input, output, or both, second device for audio input, output, or both, and tactile sensor, effector or both. Included may be automatic translator, or TTS / STT module. The online game can be virtual world representative of at least two of a northern continent, a western continent, a southern continent, a central continent, and an eastern continent. Methods provide game client, game server, and a database that manipulate character or environment motifs and scenes-a-faire.
Owner:YUAN RYAN LUENCHEEN

System and method for providing real-time and reliable multi-person speech interaction in network game

InactiveCN101316301ASpeed up entryReal-time multi-person voice interactionInterconnection arrangementsTransmissionThe InternetGame server
The invention relates to a system and a method which provide real-time and reliable multiple people voice interaction in network games. The system comprises a telecommunication network, a telephone exchange, the Internet, a game server platform in the Internet and a game client platform in the Internet, wherein, the game server platform is internally provided with a game server control module, a player information data base, a voice server control module and a terminal information data base; the game client platform is internally provided with a game client control module and a voice client control module. The method of the invention combines the IP telephony and the telecommunication network provided with a QoS guarantee, fulfills seamless integration with the game server control module and the game client control module through the voice server control module and the voice client control module, constructs two control platforms, and provides real-time, reliable, convenient and stable multiple people voice interaction. The operation method is simple, easy to master and relatively independent. Therefore, the system and the device ensure that game manufacturers can concentrate on the development of the network games and have rather good popularization and application prospect.
Owner:杨海晨

Method and device for synchronizing online game time

A method and a device for synchronizing the online game time aim at solving the problem that excessive memory and CPU resources are consumed in the prior art, thus resulting in the game experience reduction of players with larger online delay. By the time of sending a data package to an online game client terminal by an online game server, the time of sending the data package to the online game server by the online game client terminal, and the time of receiving the data package from the online game client terminal by the online game server, the invention obtains the time difference between the online game server and the online game client terminal; and by the time difference between the online game server and the online game client terminal, the invention obtains the time of actually sending the data package to the online game server by the online game client terminal in the process of the game, and then synchronizes the time among the online game client terminals. The invention can accurately determine the time of sending the data package to the server by the client terminal, save the hardware resources such as a CPU, a memory, and the like, and can obtain better game experience.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Online game client side resource downloading method

The invention discloses an online game client side resource downloading method, comprising the following steps that: step 1, the online game client resource is divided into a minimum client side and a residual resource; the client side downloads and installs the minimum client; step 2, the client side starts an online game, in a process of playing the online game, the client side senses bandwidth and downloads the residual resource through idle bandwidth; step 3, after ending the online game, the client side downloads an updating program to reside in the client, and continues to downloads the residual resource through the idle bandwidths. The method can simplify and facilitate the downloading process of clients, and can shorten time of deployment process of a game client side, so that game players still can quickly enter into the game when the client side resource is larger, and also can download the resource in the process of playing the game, thereby increasing interest of the clients to the online game, preventing client loss and attracting new clients.
Owner:SHENGLE INFORMATION TECH SHANGHAI

Method for detecting network game cheat

The method includes steps: client end to be validated and validating client end receive data 1 sent from server; the client end to be validated sends operation data 2 with influence on game happened on the client end to the validating client end, and then calculating out data 3, which should be sent to server from the client end to be validated; the validating client processes data 1 and data 2 so as to obtain data 3'; comparing data 3 with data 3', if they are not identical, then conclusion can be made that there is cheat action has done by at least one client end. Through validation each other between client ends on network game, the invention detects cheat action correctly. Moreover, external hanging mode to make cheat action also can be detected out. The invention ensures that game is carried out fairly as well as reduces loss of earnings of operational manager.
Owner:王荣

Method, system and client for realizing fighting alternation of stand-alone mobile phone game

The invention discloses a method for realizing the fighting alternation of a stand-alone mobile phone game, which comprises the steps: each stand-alone mobile phone game client is provided with a networking interface, and a first game user can query invitational game users through the networking interface, selects a second game user who can be invited and sends the invitation to the second selected game user through the networking interface; and after the second game user accepts the invitation, the fighting alternation relation is established between the first game user and the second game user to complete the game fighting alternation between the two game users. The invention also discloses a system and a client for realizing the fighting alternation of the stand-alone mobile phone game, and the networking fighting alternation of the stand-alone mobile phone game can be conveniently realized by using the method, the system and the client.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Cloud testing platform for game performance and testing method for cloud testing platform

The invention relates to a cloud testing platform for game performance and a testing method for the cloud testing platform. The testing platform comprises a client recording module, a server task scheduling module, a control information generation module and a testing data analysis module, wherein the client recording module is used for converting manual setting and operation of a testing case into codes or data description to realize recording of the testing case; the server task scheduling module is connected with a plurality of testing machines, and is used for receiving a testing request and allocating and sending a testing task to one of the testing machines; the control information generation module is used for receiving a recording result of the client recording module, converting the recording result into corresponding operation and codes controlled by a game client, and sending the corresponding operation and codes to the testing machines for automatic testing; the testing data analysis module is used for analyzing testing data and generating a testing report. The invention also relates to the testing method applied to the testing platform.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD
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