Patent application number | Description | Published |
20080280686 | Balancing distribution of participants in a gaming environment - Systems for balancing distribution of participants in a gaming environment are provided. In various embodiments, systems of the present invention may include multiple application servers each hosting a common game application, a lobby server for assigning new client devices to one of the application servers, and a universe manager for receiving reports from each of the application servers concerning the status of the game application. The universe manager may further instruct the lobby server to reallocate assignment of subsequent new client devices in order to balance the number of client devices assigned to each application servers. | 11-13-2008 |
20090006545 | Creating an interactive gaming environment - Methods for creating an interactive gaming environment are provided. In various embodiments, methods of the present invention may include initializing an interactive game application at a game server which is then characterized as having an active status, notifying a lobby server concerning the active status of the game server, registering the application with a universe management server via the lobby server, and allowing users to join the interactive gaming environment. The users joining the interactive gaming environment may be identified by a server key obtained from the game server. | 01-01-2009 |
20090006604 | Communication across multiple game applications - Systems for communication across multiple game applications are provided. In various embodiments, systems of the present invention may include a first application server hosting a first game application, a second application server hosting a second game application that is different from the first game application, a first client device for interaction with the first game application, a second client device for interaction with the second game application, and a universe management server for maintaining information about the first client device and the second client device. The information maintained in the universe management server may include game application interaction information, which allows the universe management server to facilitate real-time communication between a user of the first client device and a user of the second client device. The universe management system may further receive communications from both client devices via the first and second application server. | 01-01-2009 |
20100279767 | Method for Ladder Ranking in a Game - Methods for creating an interactive gaming environment are provided. In various embodiments, methods of the present invention may include initializing an interactive game application at a game server which is then characterized as having an active status, notifying a lobby server concerning the active status of the game server, registering the application with a universe management server via the lobby server, and allowing users to join the interactive gaming environment. The users joining the interactive gaming environment may be identified by a server key obtained from the game server. | 11-04-2010 |
20100285872 | Method for Authenticating a User in an Interactive Gaming Environment - Methods for creating an interactive gaming environment are provided. In various embodiments, methods of the present invention may include initializing an interactive game application at a game server which is then characterized as having an active status, notifying a lobby server concerning the active status of the game server, registering the application with a universe management server via the lobby server, and allowing users to join the interactive gaming environment. The users joining the interactive gaming environment may be identified by a server key obtained from the game server. | 11-11-2010 |
20120101799 | LOAD TESTING ONLINE GAME SERVER ENVIRONMENT USING WEB-BASED INTERFACE - Load testing an online game server environment using a web-based interface includes: configuring a load test with configuration parameters including client behavior parameters and server parameters, wherein the client behavior parameters provide settings for various behaviors such as cheating and aggressiveness, and wherein the server parameters provide a setup for server states and messages; building and deploying simulation client and game server binaries; scheduling and running the load test; and collecting test data output from the load test. Keywords include load test automation, load test service, load test resource management. | 04-26-2012 |
20120102185 | RESOURCE MANAGEMENT OF SERVER HOSTS IN ONLINE GAME ENVIRONMENT - Managing resources of server hosts in an online game environment, including: monitoring metrics data of the online game environment including configurable thresholds and rules defined for a game title; processing and analyzing the metrics data; determining whether the metrics data indicates an over or under capacity of the server hosts in the online game environment; sending a first request to locate, deploy, connect, and register additional game servers to the online game environment to support increasing load, when the metrics data indicates the under capacity of the server hosts; and sending a second request to isolate, remove, disconnect, and un-register surplus game servers from the online game environment to make them available to support the player load in other game titles, when the metrics data indicates the over capacity of the server hosts. Keywords include resource management, online gaming, and server architecture. | 04-26-2012 |
20120311387 | METHOD AND APPARATUS FOR LOAD TESTING ONLINE SERVER SYSTEMS - A method includes capturing data that is representative of actions performed by each of a plurality of human user operated clients as they interact with an online software application, loading at least one or more portions of the captured data into one or more automated simulation clients, and using the one or more automated simulation clients to perform load testing of an online server system. A system includes a data capturing stage, one or more automated simulation clients, and a configuration stage. A computer readable storage medium stores one or more computer programs that will cause a processor based system to execute steps including receiving data that was captured during a running of an online software application and that is representative of actions performed by each of a plurality of human user operated clients as they interacted with the online software application, and loading at least one or more portions of the data into one or more automated simulation clients that are configured to perform load testing of an online server system. | 12-06-2012 |
20140188665 | CrowdChunk System, Method, and Computer Program Product for Searching Summaries of Online Reviews of Products - System, method, and computer program product for researching reviews written online to assess the performance and functionality of digital media consumer products bought online or not (e.g. eBooks, movies, TV shows, music, DVD's, etc.). The system extracts reviews from multiple online sources comprising: online “stores”, professional articles, blogs, online magazines, websites, etc.; and, utilizes sentiment analysis algorithms and supervised machine learning analysis to present more informative summaries for each product's reviews, comprising: a sentence that encapsulates a sentiment held by many users; the most positive and negative comments; and a list of features with average scores (e.g. performance, price, etc.). Additionally, the user may view a separate review detail page per product that provides further summaries, such as a short list of other products that the same reviewer gave a very positive review for the features. The user is then able to purchase the product via a link. | 07-03-2014 |
20140188897 | CrowdChunk System, Method and Computer Program Product for Searching Summaries of Mobile Apps Reviews - System, method, and computer program product (e.g. mobile App) and/or web-based service to enable users to research reviews written online to assess the performance and functionality of mobile applications. The system extracts reviews from multiple online sources comprising: mobile Apps “stores”, blogs, online magazines, websites, etc.; and, utilizes sentiment analysis algorithms and supervised machine learning analysis to present more informative summaries for each App's reviews. Summaries may comprise: a sentence that encapsulates a sentiment held by many users; the most positive and negative comments; and a list of features with average scores (e.g. graphics, fun, easy to use, etc.). Additionally, the user may view a separate review detail page per App that provides further summaries, such as a short list of other Apps that the same reviewer gave a very positive review for the features. The user is then able to purchase and download the App via a link. | 07-03-2014 |