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295 results about "Game server" patented technology

Game acceleration method, game accelerator and storage medium

The invention relates to the technical field of computers, and provides a game acceleration method, a game accelerator and a storage medium. The method comprises the following steps: in response to a game acceleration request initiated by a game client for an external service game, sending a network state detection packet set to an acceleration node group according to a preset detection period, and receiving a network state data packet set fed back by the acceleration node group; determining a current cycle packet loss rate and a next cycle packet loss rate corresponding to each acceleration node based on the network state detection packet set and the network state data packet set; determining a target transmission path and a target transmission mode based on the packet loss rate of the current period and the packet loss rate of the next period; and transmitting the original game data packet to a target game server through the target transmission path and the target transmission mode to complete game acceleration. According to the method, the network delay and the packet loss rate when the game user plays the outer clothing game can be effectively reduced, so that the game experience of the user is improved.
Owner:QINGFENG (BEIJING) TECH CO LTD

Game server, privilege imparting method, and computer program

To provide a game server, a privilege imparting method, and a computer program for increasing a user's motivation to continue a game.SOLUTION: A game server 110 includes: a sales section 112 for selling game media to a user; a privilege setting section 1132 for setting a privilege corresponding to each of thresholds of multiple purchase units of game media during each of multiple periods; and a privilege impartation section 1133 for imparting a privilege corresponding to a purchase unit of a user's game media during a second period on the basis that a user purchases game media equal to or more than a threshold of the minimum purchase unit and a privilege is imparted during a first period included in multiple periods, and that the user purchases the game media equal to or more than a threshold of the minimum purchase unit during the second period included in multiple periods immediately after the first period.SELECTED DRAWING: Figure 2
Owner:GUMI INC

Game accelerator packet loss optimization method and device based on flow priority management

The invention provides a game accelerator packet loss optimization method and device based on flow priority management. The method comprises the following steps: executing periodic link detection on at least one proxy node, and generating a corresponding link monitoring result; judging whether the packet loss rates of two continuous monitoring periods exceed a first threshold value or not according to the link monitoring result; performing real-time classification on the to-be-sent data streams to obtain priority labels for different traffic categories; inputting a prediction algorithm based on a link monitoring result, obtaining a network quality prediction value of a next monitoring period, adaptively adjusting a redundancy proportion according to the network quality prediction value, and sending a queue bandwidth constraint parameter and an agent node; and sending the sorted source data packet and the redundant data packet to a target game server or a game client according to the updated proxy node so as to realize accelerated forwarding of the game data. According to the invention, the reliability, delay stability and bandwidth utilization rate of game data transmission in a cross-border high packet loss network environment can be improved.
Owner:QINGFENG (BEIJING) TECH CO LTD

Game anti-cheating method and system based on environment feedback and cheating adaptive detection

The invention relates to the technical field of games, and provides a game anti-cheating method and system based on environment feedback and cheating adaptive detection. The method comprises the following steps of: generating a standard virtual environment model by a game server based on a physical rule and a dynamic environment change rule in a game world and environment characteristics set by a game; the game client collects real environment data of an area where a player is located in real time and uploads the real environment data to the server; the server carries out difference comparison on the standard virtual environment model and the real environment data based on a multi-level and regional environment change rule and a corresponding threshold standard so as to judge whether the real environment data is abnormal or not; and when detecting that the environment is abnormal, triggering a corresponding anti-cheating mechanism for processing. By constructing the standard virtual environment model and finely judging the environment difference, the method can effectively identify the cheating behavior that the player obtains improper advantages by tampering the game environment, and improves the accuracy and adaptability of anti-cheating detection in a complex dynamic environment.
Owner:SHANLIN ARITHMETIC (SHANGHAI) TECHNOLOGY CO LTD

Adaptive forward error correction game network acceleration method based on deep reinforcement learning

The invention provides an adaptive forward error correction game network acceleration method based on deep reinforcement learning. The method comprises the following steps: periodically sending a detection data packet to a plurality of candidate proxy nodes, receiving an echo data packet, and generating a network state vector; inputting the network state vector into a pre-trained deep reinforcement learning model to obtain a forward error correction strategy index; calling the target error correction parameter group, and recording the current network environment data and the transmission performance of the target error correction parameter group back to the dynamic error correction strategy library; performing forward error correction coding on the to-be-transmitted game data packet according to the target error correction parameter group; and decoding the received data packet and the redundant packet at the proxy node according to the target error correction parameter group, reconstructing a missing game data packet, and forwarding the reconstructed game data packet to a target game server or a game client for accelerated transmission of a game network. According to the invention, the packet loss rate can be reduced, the redundant bandwidth can be saved, low-delay transmission can be maintained, and the node switching stability can be enhanced.
Owner:QINGFENG (BEIJING) TECH CO LTD

Managing change events associated with wagering on social gaming in a game streaming environment

Systems and methods that enable, in association with a client device, a first wager to be placed on a play of a first game to be displayed by a streaming device operating with a remote game server associated with a remote gaming platform in which the first wager to be placed includes a first amount of fiat currency, and a second wager to be placed in association with the streaming device includes a first amount of virtual currency. Responsive to a determination of an occurrence of a change event associated with the streaming device prior to resolving the first wager, the systems and methods cancel the placement of the first wager
Owner:INTERNATIONAL GAME TECHNOLOGY INC

Wagering on social gaming activities in a game streaming environment

Systems and methods that enable, in association with a client device, a first wager to be placed on a play of a game displayed by a streaming device in which the first wager to be placed includes an amount of fiat currency and a second wager placed via the streaming device includes an amount of virtual currency. Following a placement of the first wager and responsive to a receipt, from a remote game server associated with a remote gaming platform, of first data associated with the play of the game displayed by the streaming device, the systems and methods determine, based on the received first data associated with the play of the game displayed by the streaming device, second data associated with a result of the first wager, and communicate the second data to the client device.
Owner:INTERNATIONAL GAME TECHNOLOGY INC

Reconciliation of game outcomes across distinct remote game servers in a game streaming environment

Systems and methods that, prior to an occurrence of an audit and reconciliation triggering event, cause first data associated with a first game outcome determined by a first remote game server in association with a play of a wagering game displayed by a streaming device to be communicated to a second remote game server, and cause second data associated with a second game outcome determined by the second remote game server to be communicated to a client device in association with a streamed play of the wagering game displayed by the client device. Additionally and responsive to an occurrence of the audit and reconciliation triggering event, the systems and methods determine if the first game outcome corresponds to the second game outcome.
Owner:INTERNATIONAL GAME TECHNOLOGY INC

Controlling parameters of social gaming for wagering in a game streaming environment

Systems and methods that receive, from a remote game server operating with the streaming device, data determined by the remote game server in association with a play of a game displayed by a streaming device, in which the play of the game is wagered on, via a client device, with an amount of fiat currency and the play of the game is wagered on, via the streaming device, with an amount of virtual currency deducted from a virtual currency credit balance of the streaming device. Following a display of the play of the game displayed by the streaming device, independent of any award associated with the play of the game wagered on with the amount of virtual currency and responsive to an occurrence of a virtual currency credit balance modification event, the systems and methods cause a modification of the virtual currency credit balance of the streaming device.
Owner:INTERNATIONAL GAME TECHNOLOGY INC

Instantiation of graphical user interface elements for streaming systems and applications

In examples, a device's native input interface (e.g., a soft keyboard) may be invoked using interaction areas associated with image frames from an application, such as a game. An area of an image frame(s) from a streamed game video may be designated (e.g., by the game and / or a game server) as an interaction area. When an input event associated with the interaction area is detected, an instruction may be issued to the client device to invoke a user interface (e.g., a soft keyboard) of the client device and may cause the client device to present a graphical input interface. Inputs made to the presented graphical input interface may be accessed by the game streaming client and provided to the game instance.
Owner:NVIDIA CORP

System and method for generating and delivering interactive ai-driven text-based game narratives via SMS / mms

PendingUS20260048329A1Video gamesSMS gatewayHuman–computer interaction
A system and method are disclosed for providing an interactive, AI-driven, text-based game via SMS and MMS. The system comprises an SMS Gateway, a Game Server, a Database, and a Generative AI model. The method involves receiving player inputs via SMS, dynamically generating game narratives using AI, and delivering these narratives back to the player via SMS / MMS, providing an engaging and accessible gaming experience on all types of mobile devices.
Owner:COOPER JONATHAN MICAH

Validation of game outcomes across distinct remote game servers in a game streaming environment

A live streaming platform server that, responsive to a determination to place, in association with a client device, a wager on a play of a wagering game displayed by a streaming device, receives, from a first remote game server operating with the streaming device, first data determined by the first remote game server. Responsive to a validation of the first data received from the first remote game server operating with the streaming device, the live streaming platform server communicates the first data to a second remote game server operating with the client device. Responsive to a receipt, from the second remote game server operating with the client device, of second data determined by the second remote game server and based, at least in part, on the first data received from the first remote game server, the live streaming platform server communicates the second data to the client device.
Owner:INTERNATIONAL GAME TECHNOLOGY INC

Game program and game server

We provide a game program and game server for a story game that allows players to adjust the branching paths of the story. [Solution] The game program is a game program executed by a user terminal that provides information received from a game server to the game player, and repeatedly causes the user terminal to send progress data based on input data to the game server, including sending progress data including retry operation information to the game server S102, to obtain presentation data from the game server corresponding to output data generated using AI on the progress data, including obtaining presentation data from the game server that was generated at a past point in the game's story corresponding to the progress data including retry operation information S103, and to present information based on the presentation data obtained from the game server S104.
Owner:NHN PLAYART

Game resource scheduling management method and system based on cloud computing

The invention provides a game resource scheduling management method and system based on cloud computing, and relates to the technical field of game resources, the method comprises the following steps: decomposing a server of a cloud game application, and establishing a multi-attribute micro-service; constructing a heterogeneous resource pool containing computing nodes of different architecture types; performing request type demand analysis according to the received game session request, and determining a demand micro-service combination; based on the hardware preference features and the performance portraits, configuring computing nodes of the micro-services, and deploying corresponding micro-service instances on the computing nodes; and based on the demand micro-service combination, establishing communication connection between corresponding attribute micro-service instances through a service grid, and generating a collaborative scheduling execution instruction. By means of the method and device, the technical problem that in the prior art, due to the fact that resource scheduling is coarse in granularity and hardware resources are not fully utilized, computing resources are wasted, hardware loads are unbalanced, and the performance of the game server is affected is solved, and the resource utilization rate is increased through fine-granularity task-level scheduling.
Owner:BEIJING JUNJIAHUYU TECH CO LTD

Remote game server orchestration of outcomes in a game streaming environment

A remote game server that determines data associated with a play of a wagering game displayed by a streaming device in communication with a live streaming platform server, and communicates the data to the streaming device. Additionally and independent of the live streaming platform server, the remote game server communicates the data to another remote game server operating with a client device in communication with the live streaming platform server.
Owner:INTERNATIONAL GAME TECHNOLOGY INC

Game packet delivery method and game packet delivery system

A game packet delivery method and a game packet delivery system are provided. The method includes executing a game program by a user device; and transmitting at least one game packet related to the game program between the user device and a game server via a telecom server and a shared router in response to the execution of the game program. The shared router belongs to a decentralized network node, and the transmission of at least one game packet does not involve any server provided by cloud service providers. Therefore, the efficiency of transferring game packets between the user device and the game server can be improved, thereby improving the game experience of the end user. Besides, because the transmission of game packets does not go through the backbone network of the cloud service providers, it can also ensure the privacy of online games for users.
Owner:ASUSTEK COMPUTER INC

Automatic testing method, system and equipment based on protocol configuration table and medium

The invention discloses an automatic testing method, system and equipment based on a protocol configuration table and a medium. The method specifically comprises the following steps: capturing a communication data packet between a game client and a game server; analyzing the communication data packet by using a protocol format reasoning algorithm based on a hidden Markov model to generate a protocol configuration table; constructing an automatic test robot, and simulating player behaviors based on the protocol configuration table to execute a protocol-level test; based on the protocol configuration table and the execution state of the test robot, preferentially exploring a high-risk branch path, and dynamically adjusting the test sequence; and constructing a defect root cause analysis engine according to a protocol level test result and a multi-modal detection result, and automatically positioning and outputting a problem root in combination with protocol data, game state data and a system log. According to the method, the whole process of game automatic testing is realized, the game problem is accurately and efficiently detected, the source is positioned, the manual testing cost and error are reduced, and the game testing quality and efficiency are improved.
Owner:广州三七极耀网络科技有限公司

Bullet screen cloud game cooperative control method and device, equipment and medium

The invention relates to the field of network live broadcast, and discloses a bullet screen cloud game cooperative control method and device, equipment and medium, and the method comprises the steps: receiving bullet screen instructions from a plurality of associated users of a cloud game, and synthesizing the bullet screen instructions into a live broadcast image of the cloud game in a text content form; when an organization instruction sent by a command user in the associated users is detected from the bullet screen instruction, determining a current game cooperation task according to the organization instruction; carrying out same-type combination on bullet screen instructions which are sent by each associated user in a life cycle corresponding to the game collaboration task and are matched with the game collaboration task, and constructing a group instruction; and acting the group instruction on a game process of the cloud game so as to present an action effect in the live broadcast image. According to the method, a new business mode is brought to the bullet screen cloud game, the processing efficiency of the game server and the user experience are remarkably improved, and the method has important application value and popularization significance.
Owner:GUANGZHOU OVERSEAS KANGBAZI NETWORK TECHNOLOGY CO LTD

Attributing streaming device benefits across distinct remote game servers in a game streaming environment

A live streaming platform server that receives, from client devices associated with remote game servers, data associated with amounts of wagers placed on a play of a wagering game displayed by a streaming device associated with another remote game server. Responsive to an occurrence of a benefit realization event, the live streaming platform server determines benefits attributable to the client devices and communicates to the remote game servers data that results in the determined benefits being made available to a user of the streaming device.
Owner:INTERNATIONAL GAME TECHNOLOGY INC

Server allocation method, system, apparatus, server and storage medium

The application provides a server distribution method, system and device, a server and a storage medium, and relates to the technical field of computers. The method comprises the following steps: receiving a game distribution request of a first game client sent by a role server; determining game servers with an online player number not reaching a preset player number threshold as multiple idle game servers from multiple game servers; determining a game server with the largest online player number as a target game server from the multiple idle game servers according to the online player numbers of the multiple idle game servers; sending an identifier of the target game server to the role server; the identifier of the target game server is used to instruct the role server to inform the first game client to establish a communication connection with the target game server according to the identifier, so that the target game server executes game logic corresponding to the first game client. The application can improve the game experience of players by improving the aggregation degree of players.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Authenticating data across distinct remote game servers in a game streaming environment

Systems and methods that determine whether data determined by a first remote game server in association with a play of a wagering game displayed by a streaming device is authentic data. If so, the systems and methods cause a communication of the authentic data to a second remote game server operating with a client device. On the other hand, if the data is not authentic, the systems and methods store the data as unauthentic data without communicating any data to the second remote game server operating with the client device.
Owner:INTERNATIONAL GAME TECHNOLOGY INC

Cryptocurrency mining progressive pools

A gaming system and method selects a subset of gaming devices to operate in a digital ledger validation mode to validate a set of data records defining a digital ledger, allocates, to each gaming device, a respective work unit, receives, at an electronic address associated with the gaming server, an electronic record defining a reward, tracks play activity at each of the plurality of gaming devices, and, based on the tracked play activity, selects a player from among multiple players to receive the reward.
Owner:INTERNATIONAL GAME TECHNOLOGY INC

Game server, game system, and program

To provide a game server capable of enhancing the entertainment value of a lump-sum putout event in which multiple acquisition games are simultaneously executed.SOLUTION: A game server includes: an event execution unit that executes a lump-putout event in which multiple acquisition games are simultaneously executed on the basis of a single or multiple probability tables in which the determination probability is set for each item type or attribute; a determined probability changing unit that changes the determination probability for each item type or attribute set in the probability table; and an application count determination unit that determines the number of acquisition games to which the changed determination probability is applied among the multiple acquisition games executed in the lump-putout event. When executing the lump-putout event, the event execution unit executes the acquisition games to which the changed determination probability is applied for the number of times determined by the application count determination unit.SELECTED DRAWING: Figure 10
Owner:BANDAI NAMCO ENTERTAINMENT INC

Fiat currency wagering on virtual currency gaming in a game streaming environment

Systems and methods that enable, in association with a client device, a first wager to be placed on a play of a game displayed by a streaming device in which the first wager to be placed includes an amount of fiat currency and a second wager placed via the streaming device includes an amount of virtual currency. Following a placement of the first wager and responsive to a receipt, from a remote game server associated with the live streaming platform server, of first data associated with the play of the game displayed by the streaming device, the systems and methods determine, based on the received first data associated with the play of the game displayed by the streaming device, second data associated with a result of the first wager, and communicate the second data to a remote gaming platform associated with the client device.
Owner:INTERNATIONAL GAME TECHNOLOGY INC

Multiplayer video game systems and methods

A method of executing a multiplayer video game includes: connecting a game client to a game server via a communication network; for each player, executing an instance of a game on the game server to generate a game environment; synchronizing game data between multiple instances of the game to link the generated game environments; transmitting user inputs to the game server to initiate interactive gameplay; for each player, generating a video stream of the linked game environment from the player's perspective; and mixing the video streams for individual players into split screen view during a split screen mode.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Game server state monitoring method and system based on cloud computing

The invention provides a game server state monitoring method and system based on cloud computing, and the method comprises the steps: obtaining a player interaction event record and a server resource consumption index of a game server cluster in a preset monitoring period, constructing a multi-dimensional data association structure, carrying out the behavior mode analysis of the player interaction event record, and carrying out the analysis of the behavior mode. Generating a virtual economic flow map and scene interaction thermodynamic distribution, and performing feature extraction on server resource consumption indexes in the virtual economic flow map and the scene interaction thermodynamic distribution to obtain fragmentation features of a memory access sequence and response delay features of a network session; inputting the virtual economic flow atlas, the scene interaction thermodynamic distribution and fragmentation features and the response delay features into a pre-constructed cross-dimension correlation model to perform server load state evaluation, generating a load state evaluation result, generating a resource scheduling instruction according to resource bottleneck positioning information in the load state evaluation result, and performing resource scheduling on the server according to the resource scheduling instruction. And adjusting a computing resource allocation strategy of the game server cluster. According to the method and the device, the accuracy and the effectiveness of server resource scheduling are effectively improved.
Owner:SHENZHEN QIANHAI MIRAGE NETWORK TECH CO LTD

Remote sharing method and system of game server

The invention relates to the technical field of remote sharing of servers, in particular to a remote sharing method and system of game servers. The method comprises the steps that sharing environment data where a sharing initiator is located is obtained based on a sharing request, a sharing permission feature value is generated based on the sharing environment data, and whether the sharing initiator meets the remote sharing requirement of the game server or not is judged based on the sharing permission feature value; remote intervention management analysis is carried out on the sharing initiator meeting the remote sharing requirement of the game server, a remote intervention management value is generated, and whether the sharing initiator enters a sharing link or not is judged based on the remote intervention management value; according to the method, the sharing initiator entering the sharing link is subjected to data sharing, so that the sharing environment of the sharing initiator can be subjected to security research and judgment, the sharing security is ensured, and the data sharing efficiency is improved.
Owner:GUANGZHOU TAOYIXING ANIMATION TECH CO LTD

Semi-automatic game server pressure test system

The invention discloses a semi-automatic game server pressure test system, which can automatically generate batch test accounts and simulate real player behaviors through a robot control module, greatly improves the test efficiency, reduces manual configuration work, more accurately evaluates the performance and stability of a server, and at the same time, reduces the labor intensity of a user. The robot login / exit interval is controlled to support the cyclic pressure test, the test comprehensiveness and reliability are enhanced, the server parameter dynamic configuration module can modify key parameters in real time, dynamically adjust the maximum number of online people of the server and the branching switching rule, simulate various scenes and load changes, help to evaluate the performance under high load, and improve the performance of the server. Branch configuration and load states are displayed in real time, visual data and feedback are provided, problems can be found and optimized in time, a test rule engine supports multi-stage pressure test parameter configuration, collapse critical points are automatically recognized, key indexes are recorded, test flexibility and configurability are improved, and a powerful basis is provided for optimization and improvement.
Owner:GUANGZHOU YIYOUWEIJIN NETWORK TECHNOLOGY CO LTD

Undedicated lobby servers

The present technology provides a lobby system including lobby servers and game servers, whereby the lobby server functions as the hub for all connected users for an entire server. The single lobby server processes all incoming traffic but is largely unaware of the actual logic & data for the game that is being played. Its main function is to provide basic operations such as listing games, listing users, and providing game state change notifications to users. Game specific requests get forwarded from the lobby server to the game server over HTTP. Any relevant game state is then returned to the user and the lobby maintains a subset of game's state information in order to provide users a preview of all the games that are being played on the community server.
Owner:DISCORD INC

Method for translating game, electronic device, and storage medium

ActiveUS12636583B2Natural language translationVideo gamesTranslation languageProxy server
The present disclosure provides a method for translating a game, an electronic device, and a non-transitory computer-readable storage medium. The method include: establishing, by a proxy server, a communication connection between a client and a game server through the proxy server, wherein the proxy server communicates with the game server for the game; receiving, by the proxy server, game data from the game server, where the game data is sent by the game server in response to an active request or actively pushed by the game server; determining, by the proxy server, language resource data contained in the game data; and translating, by the proxy server, the language resource data according to a predetermined automation service, and returning translated language resource data to the client, so that the client loads the translated language resource data.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD