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Jacob R. Lorch, Bellevue US

Jacob R. Lorch, Bellevue, WA US

Patent application numberDescriptionPublished
20090089879SECURING ANTI-VIRUS SOFTWARE WITH VIRTUALIZATION - The subject disclosure relates to systems and methods that secure anti-virus software through virtualization. Anti-virus systems can be maintained separate from user applications and operating system through virtualization. The user applications and operating system run in a guest virtual machine while anti-virus systems are isolated in a secure virtual machine. The virtual machines are partially interdependent such that the anti-virus systems can monitor user applications and operating systems while the anti-virus systems remain free from possible malicious attack originating from a user environment. Further, the anti-virus system is secured against zero-day attacks so that detection and recovery may occur post zero-day.04-02-2009
20090203449PARTITIONED ARTIFICIAL INTELLIGENCE FOR NETWORKED GAMES - Partitioned artificial intelligence (AI) for networked gaming. An exemplary system splits the AI into a computationally lightweight server-side component and a computationally intensive client-side component to harness the aggregate computational power of numerous gaming clients. Aggregating resources of many, even thousands of client machines enhances game realism in a manner that would be prohibitively expensive on the central server. The system is tolerant of latency between server and clients. Deterministic and stateless client-side components enable rapid handoff, preemptive migration, and replication of the client-side AI to address problems of client failure and game exploitation. The partitioned AI can support tactical gaming navigation, a challenging task to offload because of sensitivity to latency. The tactical navigation AI calculates influence fields partitioned into server-side and client-side components by means of a Taylor-series approximation.08-13-2009
20100035695REDUCING BANDWIDTH REQUIREMENTS FOR PEER-TO-PEER GAMING BASED ON IMPORTANCE OF REMOTE OBJECTS TO A LOCAL PLAYER - Techniques enable the reduction of bandwidth requirements for peer-to-peer gaming architectures. In some embodiments, these techniques allow differentiation among players to decide which players should receive continuous updates and which should receive periodic updates. For those gaming systems receiving periodic updates, guided artificial intelligence is employed to simulate activity of a game object based on guidance provided by the periodic updates. Conversely, for those gaming systems receiving continuous updates, the continuous updates may be employed to update the activity of the game object rather than simulating the activity.02-11-2010
20100197405METHOD AND APPARATUS FOR THWARTING TRAFFIC ANALYSIS IN ONLINE GAMES - The subject disclosure relates to a method and apparatus for routing data in a network-based computer game via proxy computers. The method and system includes a set of techniques that utilizes the proxy computers to thwart traffic analysis in high-speed games while continuing to satisfy the games' latency requirements. The method and apparatus facilitates thwarting multiple classes of traffic analysis, including inspection of unencrypted header fields, observation of packet size, correlation of packet timing, and collusion among players. A matchmaking system for matching players in a network-based computer game in a manner that resists traffic analysis is also provided.08-05-2010
20100202298NETWORK COORDINATE SYSTEMS USING IP INFORMATION - Systems and methods that improve predictions of network latency in network coordinate systems (NCS) based on combining Internet topology information therewith. Topology information can be incorporated into the NCS by system/methodologies represented by geographic bootstrapping; autonomous system (AS) correction; history prioritization; symmetric updates or a combination thereof. Such can improve latency estimation between nodes when using a virtual coordinate system based on latency measurements between nodes.08-12-2010
20100287618Executing Native-Code Applications in a Browser - Techniques for leveraging legacy code to deploy native-code desktop applications over a network (e.g., the Web) are described herein. These techniques include executing an application written in native code within a memory region that hardware of a computing device enforces. For instance, page-protection hardware (e.g., a memory management unit) or segmentation hardware may protect this region of memory in which the application executes. The techniques may also provide a narrow system call interface out of this memory region by dynamically enforcing system calls made by the application. Furthermore, these techniques may enable a browser of the computing device to function as an operating system for the native-code application. These techniques thus allow for execution of native-code applications on a browser of a computing device and, hence, over the Web in a resource-efficient manner and without sacrificing security of the computing device.11-11-2010
20100312858NETWORK APPLICATION PERFORMANCE ENHANCEMENT USING SPECULATIVE EXECUTION - A speculative web browser engine may enable providing transmission of content between a server and a client prior to a user-initiated request for the content hidden in imperative code (event handlers), which may reduce user-perceived latency when the user initiates the imperative code. In some aspects, a speculative browser state may be created from an actual browser state and used to run the event handlers. The event handlers may be modified to direct actions of the event handler to update the speculative browser state. Speculative content may be transmitted between the server and the client in response to an execution of the modified code. The speculative content may be stored in a cache and made readily available for use when the user initiates the event handler and finds that the desired content has already been fetched.12-09-2010
20100318630Leveraging Remote Server Pools for Client Applications - Techniques for enabling client computing devices to leverage remote server pools for increasing the effectiveness of applications stored on the client computing device are described herein. In some instances, the server pools comprise a “cloud”, “cluster” or “data center” that comprises hundreds or thousands of servers connected together by a network that has an extremely low latency and high bandwidth relative to the network through which the client computing device connects to the server pool. The client computing device may request that the server pool perform a certain task for an application whose canonical state resides on the client. After computation of a result of the task, a server of the server pool then provides the result to the client. By doing so, the techniques dramatically increase the amount of resources working on the request of the client and, hence, dramatically increase the speed and effectiveness of the client-side application.12-16-2010
20100318786Trusted Hardware Component for Distributed Systems - Techniques for utilizing trusted hardware components for mitigating the effects of equivocation amongst participant computing devices of a distributed system are described herein. For instance, a distributed system employing a byzantine-fault-resilient protocol—that is, a protocol intended to mitigate (e.g., tolerate, detect, isolate, etc.) the effects of byzantine faults—may employ the techniques. To do so, the techniques may utilize a trusted hardware component comprising a non-decreasing counter and a key. This hardware component may be “trusted” in that the respective participant computing device cannot modify or observe the contents of the component in any manner other than according to the prescribed procedures, as described herein. Furthermore, the trusted hardware component may couple to the participant computing device in any suitable manner, such as via a universal serial bus (USB) connection or the like.12-16-2010

Patent applications by Jacob R. Lorch, Bellevue, WA US