IP Library Granted Patent US 10,105,598
Granted Patent B2
US 10,105,598 · App. 14/607,764 · Granted Oct 23, 2018

Game management method, game management system, and game management program for synchronizing game progress at a plurality of devices in different communication states

Inventors: Tomohiko Furumoto (Tokyo, JP); Masato Nagai (Tokyo, JP)
Assignee: GREE, INC.
A63F13/48A63F13/35A63F13/358A63F2300/53A63F2300/534A63F2300/535
View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 10,105,598
App. No.
14/607,764
Granted
Oct 23, 2018
Kind
B2
Abstract

A game management system that retrieves a delay time of each of a plurality of user devices playing a game; stores the delay times retrieved from each of the plurality of user devices; and transmits an instruction to synchronize game progress to each of the user devices, the instruction including an offset time determined based on a maximum value of the stored delay times.

Claims (63)

1. A server comprising:

circuitry configured to

retrieve a delay time of each of a plurality of user devices playing a game;

store, at a first point in time, the delay times retrieved from each of the plurality of user devices;

transmit an instruction to synchronize game progress to each of the user devices, the instruction including an offset time that is greater than a maximum value of the stored delay times and instructing each of the user devices to start the game at a second point in time, which is after the first point in time by the offset time; and

start the game at the second point in time.

2. The server of claim 1 , wherein the circuitry is configured to:

retrieve game progress states of the user devices;

compare a game progress state at the server with a game progress state at each of the user devices based on the delay time of each of the user devices; and

transmit a synchronization instruction for synchronizing the game progress of each of the user devices with the game progress of server when a difference between the game progress states exceeds a threshold.

3. The server of claim 1 , wherein the circuitry is configured to:

compare the delay time retrieved from each user device with a threshold; and

execute a request from the user device only when the delay time is less than or equal to a threshold.

4. The server of claim 3 , wherein the circuitry is configured to:

store a threshold for determining whether a request can be executed depending on a type of game; and

determine the threshold based on the type of game to be played.

5. The server of claim 3 , wherein the circuitry is further configured to:

calculate a dispersion state of the stored delay times; and

determine the threshold based on the dispersion state.

6. The server of claim 3 , wherein the circuitry is configured to:

calculate a number of participants who play a game in a group; and

determine the threshold based on the number of participants in the game.

7. The server of claim 1 , wherein the circuitry is configured to:

retrieve delay times from clients requesting to participate in a game; and

determine a group in which a same game is played based on the delay times.

8. The server of claim 1 , wherein

the circuitry is configured to calculate the offset time based on the maximum value of the stored delay times.

9. The server of claim 1 , wherein

the circuitry is configured to calculate the offset time by multiplying the maximum value of the stored delay time by a predetermined value.

10. The server of claim 1 , wherein

the circuitry comprises a central processing unit.

11. The server of claim 1 , wherein

the circuitry comprises one or more processors and a memory, and

the one or more processors are configured to execute a program stored in the memory to perform the retrieving, storing and transmitting.

12. A non-transitory computer-readable recording medium including a program, which when executed by a server, causes the server to:

retrieve a delay time of each of a plurality of user devices playing a game;

store, at a first point in time, the delay times retrieved from each of the plurality of user devices;

transmit an instruction to synchronize game progress to each of the user devices, the instruction including an offset time that is greater than a maximum value of the stored delay times and instructing each of the user devices to start the game at a second point in time, which is after the first point in time by the offset time; and

start the game at the second point in time.

13. The non-transitory computer-readable medium of claim 12 , wherein the program causes the server to:

retrieve game progress states of the user devices;

compare a game progress state at the server with a game progress state at each of the user devices based on the delay time of each of the user devices; and

transmit a synchronization instruction for synchronizing the game progress of each of the user devices with the game progress of server when a difference between the game progress states exceeds a threshold.

14. The non-transitory computer-readable medium of claim 12 , wherein the program causes the server to:

compare the delay time retrieved from each user device with a threshold; and

execute a request from the user device only when the delay time is less than or equal to a threshold.

15. The non-transitory computer-readable medium of claim 14 , wherein the program causes the server to:

store a threshold for determining whether a request can be executed depending on a type of game; and

determine the threshold based on the type of game to be played.

16. The non-transitory computer-readable medium of claim 14 , wherein the program causes the server to:

calculate a dispersion state of the stored delay times; and

determine the threshold based on the dispersion state.

17. The non-transitory computer-readable medium of claim 14 , wherein the program causes the server to:

calculate a number of participants who play a game in a group; and

determine the threshold based on the number of participants in the game.

18. The non-transitory computer-readable medium of claim 12 , wherein the program causes the server to:

retrieve delay times from clients requesting to participate in a game; and

determine a group in which a same game is played based on the delay times.

19. A game management method comprising:

retrieving a delay time of each of a plurality of user devices playing a game;

storing, at a first point in time, the delay times retrieved from each of the plurality of user devices;

transmitting an instruction to synchronize game progress to each of the user devices, the instruction including an offset time that is greater than a maximum value of the stored delay times and instructing each of the user devices to start the game at a second point in time, which is after the first point in time by the offset time; and

starting the game at the second point in time.

Assignments (3)
CORRECTIVE ASSIGNMENT TO CORRECT THE STREET ADDRESS AND ATTORNEY DOCKET NUMBER PREVIOUSLY RECORDED AT REEL: 71303 FRAME: 337. ASSIGNOR(S) HEREBY CONFIRMS THE CHANGE OF NAME. Recorded Jun 10, 2025
From: GREE, INC.
To: GREE HOLDINGS, INC.
Reel/Frame 071611/0102 →
CHANGE OF NAME Recorded May 16, 2025
From: GREE, INC.
To: GREE HOLDINGS, INC.
Reel/Frame 071303/0337 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jan 28, 2015
From: FURUMOTO, TOMOHIKO; NAGAI, MASATO
To: GREE, INC.
Reel/Frame 034834/0203 →
Priority Claims (1)
JP 2014-015580 · Jan 30, 2014 · national
Continuity (1)
Related Publication 20150209670A1 · Jul 30, 2015
Cited By (1)
US 12,472,427