IP Library Granted Patent US 8,092,288
Granted Patent B2
US 8,092,288 · App. 12/262,388 · Granted Jan 10, 2012

Managing multi-player video game input

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Quick Facts
Patent No.
US 8,092,288
App. No.
12/262,388
Granted
Jan 10, 2012
Kind
B2
Abstract

A method of managing multi-player game input as single-player game input includes building a command queue, the command queue being a series of time-slices; extracting a most recent time-slice from the command queue, the most recent time-slice including at least one command from difference inputs of the multi-player input; building alternate command queues with information extracted from the most recent time-slice; analyzing the command queue and the alternate command queues to determine an optimum command queue, the optimum command queue including commands from at least one input of the multi-player input; and outputting the optimum command queue as the single-player game input.

Claims (12)

1. A method of managing multi-player game input as single-player game input for a computer gaming apparatus, the method comprising:

building, at the computer gaming apparatus, a command queue, the command queue being a series of time-slices, each time-slice of the series of time-slices including a sequence of commands received from the multi-player game input;

extracting a most recent time-slice from the command queue, the most recent time-slice including at least one command from a master player input of the multi-player game input and at least one command from a slave player input of the multi-player input;

building alternate command queues with information extracted from the most recent time-slice, each alternate command queue including different input arrangements of the master player input and the slave player input;

analyzing the command queue and the alternate command queues to determine an optimum command queue, the optimum command queue including commands from at least one input of the multi-player input, and the optimum command queue providing a sequence of commands as the single-player input; and

outputting the optimum command queue as the single-player game input.

2. The method of claim 1 , wherein the series of time-slices is organized based on an order of receipt of the sequence of commands from the multi-player game input.

3. The method of claim 1 , wherein analyzing the command queue and the alternate command queues comprises:

analyzing and/or simulating each command queue to determine simulated results; and

choosing the command queue with the best set of results as the optimum command queue.

4. The method of claim 1 , wherein building alternate command queues comprises:

building several combinations of queues based on command patterns in the command queue, the command patterns being compared alongside at least an assistance level of master player to slave player input and an order of received commands to determine the alternate command queues.

Assignments (4)
RELEASE OF SECURITY INTEREST Recorded Oct 17, 2016
From: BANK OF AMERICA, N.A.
To: ACTIVISION BLIZZARD INC.; ACTIVISION PUBLISHING, INC.; ACTIVISION ENTERTAINMENT HOLDINGS, INC.; BLIZZARD ENTERTAINMENT, INC.
Reel/Frame 040381/0487 →
SECURITY AGREEMENT Recorded Feb 11, 2014
From: ACTIVISION PUBLISHING, INC.
To: BANK OF AMERICA, N.A.
Reel/Frame 032240/0257 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 28, 2013
From: INTERNATIONAL BUSINESS MACHINES CORPORATION
To: ACTIVISION PUBLISHING, INC.
Reel/Frame 029900/0285 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 31, 2008
From: THEIS, RICHARD M.
To: INTERNATIONAL BUSINESS MACHINES CORPORATION
Reel/Frame 021772/0022 →