IP Library Granted Patent US 8,369,243
Granted Patent B2
US 8,369,243 · App. 12/431,236 · Granted Feb 5, 2013

Minimizing bandwidth costs for online games

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Quick Facts
Patent No.
US 8,369,243
App. No.
12/431,236
Granted
Feb 5, 2013
Kind
B2
Abstract

Minimizing bandwidth cost for a participant in an online game, the method including: querying the game participant to determine a network service charge model; selecting a role for the game participant based on the determined network service charge model and a position of the participant in a network topology; and positioning the game participant into the selected role within the network topology of the online game.

Claims (47)

1. A method for minimizing bandwidth cost for a participant in an online game, the method comprising:

querying the game participant to determine a network service charge model, wherein the network service charge model is fee-based and includes one of a flat rate model, a per-byte rate model, and a hybrid model;

determining a position of the participant in a network topology;

selecting a role for the game participant based on the determined network service charge model and the position of the participant in a network topology; and

positioning the game participant into the selected role within the network topology of the online game,

wherein the game participant is selected for the role of a peer in a fully-connected grid when the determined network service charge model is the flat rate model,

wherein each peer in the fully-connected grid is connected to every other peer within the network topology of the online game,

wherein the game participant is selected for the role of a host in a star network when the determined network service charge model is the flat rate model,

wherein each peer or node in the star network is connected to other peers through the host within the network topology of the online game.

2. The method of claim 1 , wherein the game participant is selected for the role of a client in a client-server or star network when the determined network service charge model is the per-byte rate model.

3. A method for providing a networking topology that provides incentives to play an online game, the method comprising:

providing an online game with capability to dynamically adjust the networking topology;

querying a participant of the online game to determine preference for less upstream bandwidth or less latency within a network service charge model, wherein the network service charge model is fee-based;

determining a position of the participant in a network topology;

selecting a role for the participant of the online game based on the determined preference and the position of the participant in the networking topology; and

positioning the participant into the selected role within the networking topology of the online game,

wherein the participant is selected for the role of a client in a client-server networking topology when the participant's preference is for less upstream bandwidth, and

wherein the participant is selected for the role of a non-host peer in a star networking topology when the participant's preference is for less upstream bandwidth.

4. The method of claim 3 , wherein the game participant is selected for the role of a peer in a peer-to-peer grid networking topology when the participant's preference is for less latency.

5. The method of claim 3 , wherein the game participant is selected for the role of a host in a star networking topology when the participant's preference is for less latency.

6. A system to provide incentives to play an online game, the system comprising:

a dynamically adjustable networking topology for the online game,

wherein a game participant is queried to determine a network service charge model, further wherein the network service charge model is fee-based and includes one of a flat rate model, a per-byte rate model, and a hybrid model; and

wherein a position of the participant in a network topology is determined;

a selector configured to select a role for the game participant based on the determined network service charge model and the position of the participant in the networking topology, said selector operating to position the game participant into the selected role within the networking topology of the online game,

wherein the network service charge model includes one of a flat rate model, a per-byte rate model, and a hybrid model,

wherein said selector selects the game participant for the role of a peer in a fully-connected grid when the determined network service charge model is the flat rate model,

wherein each peer in the fully-connected grid is connected to every other peer within the networking topology of the online game,

wherein said selector selects the game participant for the role of a host in a star network when the determined network service charge model is the flat rate model, and

wherein each peer or node in the star network is connected to other peers through the host within the networking topology of the online game.

7. The system of claim 6 , wherein said selector selects the game participant for the role of a client in a client-server or star network when the determined network service charge model is the per-byte rate model.

8. The system of claim 6 , further comprising

a network router configured to serves as a primary source of inbound and outbound packets, said network router having information about the network service charge model of the game participant.

9. The system of claim 8 , wherein said network router provides metrics to the selector to help reduce the bandwidth.

10. The system of claim 9 , wherein the metrics warn that certain thresholds are being reached or surpassed.

11. A non-transitory computer-readable storage medium storing a computer program for minimizing bandwidth cost for a participant in an online game, the computer program comprising executable instructions that cause a computer to:

query the game participant to determine a network service charge model, wherein the network service charge model is fee-based;

determine a position of the participant in a network topology;

select a role for the game participant based on the determined network service charge model and the position of the participant in a network topology; and

position the game participant into the selected role within the network topology of the online game,

wherein the game participant is selected for the role of a peer in a fully-connected grid when the determined network service charge model is the flat rate model,

wherein each peer in the fully-connected grid is connected to every other peer within the network topology of the online game,

wherein the game participant is selected for the role of a host in a star network when the determined network service charge model is the flat rate model,

wherein each peer or node in the star network is connected to other peers through the host within the network topology of the online game.

12. The storage medium of claim 11 , wherein executable instructions that cause a computer to select a role for the game participant comprise executable instructions that cause a computer to

select the game participant for the role of a client in a client-server or star network when

the determined network service charge model is a per-byte rate model.

Assignments (4)
MERGER Recorded Mar 30, 2020
From: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 053323/0567 →
CHANGE OF NAME Recorded May 5, 2016
From: SONY COMPUTER ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
Reel/Frame 038617/0474 →
MERGER Recorded Nov 30, 2010
From: SONY COMPUTER ENTERTAINMENT AMERICA INC.
To: SONY COMPUTER ENTERTAINMENT AMERICA LLC
Reel/Frame 025403/0659 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Apr 28, 2009
From: MIYAKI, KEN
To: SONY COMPUTER ENTERTAINMENT AMERICA INC.
Reel/Frame 022605/0224 →