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Title:
PHOTOREALISTIC MOBILE GAMES SUPPORTING ENGINE FOR CROSS-PLATFORM MULTIPLAYER GAMES
Document Type and Number:
WIPO Patent Application WO/2017/116249
Kind Code:
A1
Abstract:
Photorealistic mobile games supporting engine for cross-platform multiplayer games, which defines the method of acquiring users to play one or more online game based on a network gaming system and the acquisition of the user in online game in network gaming system is identified when information regarding acquisition of users is specified, characteristic in the fact that it uses distributed systems of computing resources and capacities: cloud storage and cloud computing and provides distributed Backend support (acronym SWIM).

Inventors:
WOJCZAKOWSKI JAROSŁAW (PL)
HUPPERT ROY (PL)
Application Number:
PCT/PL2016/000042
Publication Date:
July 06, 2017
Filing Date:
April 19, 2016
Export Citation:
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Assignee:
VIVID GAMES S A (PL)
International Classes:
A63F13/352; A63F13/332; A63F13/335; A63F13/92
Foreign References:
US20150238859A12015-08-27
US20130274000A12013-10-17
US20140357376A12014-12-04
CN103731543A2014-04-16
FR2973713A12012-10-12
Other References:
ANONYMOUS: "Cloud gaming - Wikipedia, the free encyclopedia", 24 June 2015 (2015-06-24), XP055268633, Retrieved from the Internet [retrieved on 20160426]
Attorney, Agent or Firm:
WOŹNIAK, Joanna (PL)
Download PDF:
Claims:
Patent claim

Photorealistic mobile games supporting engine for cross-platform multiplayer games, which defines the method of acquiring users to piay one or more online game based on a network gaming system and the acquisition of the user in online game in network gaming system is identified when information regarding acquisition of users is specified, characteristic in the fact that it uses distributed systems of computing resources and capacities: cloud storage and cloud computing and provides distributed Backend support (acronym SWIM).

Description:
Photorealistic mobile games supporting engine for cross-platform multiplayer games

The object of the invention is a photorealistic mobile games supporting engine for cross-platform real-time multiplayer games.

Currently there are known mobile games, defined in the description of American patent US2014357376, which are characteristic in the method of acquiring users to play one or more online game with a network gaming system. Acquisition of the user in online game in network gaming system is identified. Information regarding acquisition of users is specified. This information contains game identifier, campaign identifier and user identifier. Information map is generated. The map presents relations between the user identifier, campaign identifier and game identifier. Operation taking place in the game is based on the information map.

Description included in Chinese patent CN 103731543 reveals login system for two-dimension code mobile games. The login system comprises a user mobile phone, a connection control server, a mobile game server, a two- dimension code generator, a mobile game verification platform server, a two- dimension code reader, a data processor and a user data memorizer. The login system can encrypt all digitized information such as the game user data information, the login internet protocol (IP) and time and the game user essential information, has good confidentiality and security performance, and can encode the digitized information. The digitized information can be

represented through a bar code, the amount of information is large, the error correcting capability is high, confirming of the real identity of network users is achieved, and the phenomena that user information is stolen and the user identity is lost are avoided.

Furthermore, French patent FR2973713 defines a device consisting of two identical grids containing two squares for creating words and a

communication module for ensuring communication between boxes. Mobile elements are linked in a specific way to create various letters of the alphabet. The unit positions cellular elements so that various letters connected with one of the networks appear in the same place on the other grid when one of the letters is placed in the first grate. Both grids are placed on horizontal surfaces of a perforated board, where the openings represent boxes from the grids.

Independent claims also for the method of using the device for entertainment games.

The project involved development of photorealistic mobile games supporting engine for cross-platform real-time multiplayer games. The concept uses distributed systems of computing resources and capacities; cloud storage and cloud computing and provides distributed Backend support (acronym SWIM).

SWIM system, in terms of its functionalities, has the following characteristics: Focus on support for the development of advanced, amateur and professional multiplayer competitions, championships and tournaments by users of mobile (photo-realistic) games.

Scalability and operating speed:

Cloud Computing - SWIM design is realized based on cloud architecture. It is necessary to implement mechanisms mitigating negative fluctuations in the operation of cloud and its changeable QOS (Quality of Service)

Network layer realized with the use of higher level architecture - JAVA. The currently available Java technologies produce promising results (previously the language was not used in advanced projects), whereas in most cases TCP/UDP layer is realized with the use of lower level libraries/ languages (C/C++). The system, in accordance with the invention, applies WebSocketing technologies. Additional advantages of the system include the facts that it is open and accessible to third parties in BaaS (Backend as a Service) model, and that APi is available for each SWIM module. SWIM system is characterized by the fact it is an innovative product globally, due to the lack of concepts with similar functionalities and a lack of R&D projects focusing on designing complex systems for advanced multiplayer games for various mobile platforms supporting photorealistic mobile games. The system is designed in such a way that devices, based on various hardware platforms in which the game has been installed, can support games played by multiple users. The currently existing multiplay applications are designed for homogenous environments - devices manufactured by Apple can interact, for the needs of multiplay, exclusively with other Apple devices, while devices using Android system, thanks to Google Play Services, can interact with other Android devices. The concept in accordance with the invention eliminates this limitation.

Implementation of SWIM system for mobile game (produced by Vivid Games S.A. or its competition) makes it possible to add the following functionalities for game users:

- user integration and logging from the level of social network accounts (such as Facebook, Game Center, and Google Play), independence from specific social networks

- creating amateur multiplayer real-time games and scoring contests (leaderboards),

- creating professional multiplayer real-time competitions (championships/ tournaments) (organized by users or game manufacturers)

- generating "push notifications",

- creating score rankings (leaderboards),

- sharing through social media: scores acquired in games, information about participation in amateur/professional competitions,

- development of user profiles taking into account scores in previous game sessions,

- competitor pairing (automatic, according to availability or level of skills - based on user profiles).

- competitor pairing based on geolocation

- providing information to the game's artificial intelligence, as a result of which if the real competitor is unavailable, the player can interact with his/her computer Al reflection

Furthermore, SWIM system is to enable dynamic scalability in the cloud (both in terms of vertical and horizontal scalability) at the level of millions of active users (MAU - monthly active users) of the system, regardless of their geographical location (real-time synchronization of the contents in the cloud will be

necessary).

SWIM System can be integrated with all publicly available programming environments (SDK) thanks to the open interface of RESTful service. Due to the fact that API is introduced in all the modules, the system is characteristic for its openness - SWIM system users (game developers) may expand the system by adding new functionalities, useful to them. Moreover, since it is based on WebSocketing technology, the system enables broadcasting and multicasting of messages from the Server to the Game, and provides options for implementing such functions as notifications, instant messaging, and informing about the availability of contestants we are waiting for, etc.