IP Library Granted Patent US 10,456,688
Granted Patent B2
US 10,456,688 · App. 16/116,542 · Granted Oct 29, 2019

Method of synchronizing online game, and server device

Inventor: Robert Jay Gould (Minato-ku, JP)
Assignee: GREE, Inc.
A63F13/77A63F13/12A63F13/35H04L67/02H04L67/1095H04L67/26A63F13/493A63F2300/402A63F2300/407A63F2300/408A63F2300/534A63F2300/5533
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Quick Facts
Patent No.
US 10,456,688
App. No.
16/116,542
Granted
Oct 29, 2019
Kind
B2
Abstract

The present disclosure provides a method of synchronizing an online game, and a server device, that do not require centralized information management, reduce the processing burden on each device during online communication, and allow for continuation of processing in an offline environment. A method, according to the present disclosure, of synchronizing an online game that allows for transmission and reception of information related to game processing between a first client terminal and a second client terminal via a server includes: receiving, from the first client terminal connected online, first information related to game processing on the first client terminal; determining whether the first information is information that determines a game status; and storing the first information on the server and transmitting the first information to the second client terminal when the first information is determined to be information that determines the game status.

Claims (45)

1. A method performed by a server for synchronizing game processing in an online game between a first client device and a second client device, the method comprising:

receiving, from the first client device connected online, first status change information related to a change in status of the online game in the first client device;

storing the first status change information received from the first client device;

transmitting the first status change information to the second client device;

in response to the second client device not being connected online, determining whether to cause the first client device to advance progress of the online game based on the first status change information; and

in response to the second client device having returned to the online state, transmitting second status change information that is different from the stored first status change information to the second client device.

2. The method of claim 1 , wherein determining whether to cause the first client device to advance progress of the online game comprises determining whether to cause the first client device to advance progress of the online game based on importance of the first status change information.

3. The method of claim 2 , wherein determining whether to cause the first client device to advance progress of the online game comprises, in response to the importance of the first status change information being greater than a predetermined threshold, causing the first client device not to advance progress of the online game.

4. The method of claim 2 , wherein determining whether to cause the first client device to advance progress of the online game comprises, in response to the importance of the first status change information being less than a predetermined threshold, causing the first client device to advance progress of the online game based on the first status change information.

5. The method of claim 1 , wherein transmitting the second status change information to the second client device comprises:

receiving, from the second client device, a transmission request for the status change information;

in response to receiving the transmission request, reading the second status change information; and

transmitting the second status change information to the second client device.

6. The method of claim 1 , wherein storing the first status change information received from the first client device comprises, in response to the first status change information being related to a change in status of the online game in the second client device, storing the first status change information.

7. The method of claim 1 , wherein transmitting the first status change information to the second client device comprises, in response to transmitting the first status change information to the second client terminal device not resulting in a loss of synchronization of the online game between the first client device and the second client device, transmitting the first status change information to the second client device comprises.

8. The method of claim 7 , wherein, in response to transmitting the first status change information to the second client terminal device resulting in a loss of synchronization of the online game between the first client device and the second client device, invalidating the first status change information and not transmitting the first status change information to the second client device.

9. A server configured to exchange information related to game processing in an online game between a first client device and a second client device, the server comprising:

circuitry configured to

receive, from the first client device connected online, first status change information related to a change in status of the online game in the first client device;

store the first status change information received from the first client device;

transmit the first status change information to the second client device;

in response to the second client device being not connected online, determine whether to cause the first client device to advance progress of the online game based on the first status change information; and

in response to the second client device having returned to the online state, transmit second status change information that is different from the stored first status change information to the second client device.

10. The sever of claim 9 , wherein determining whether to cause the first client device to advance progress of the online game comprises determining whether to cause the first client device to advance progress of the online game based on importance of the first status change information.

11. The sever of claim 10 , wherein determining whether to cause the first client device to advance progress of the online game comprises, in response to the importance of the first status change information being greater than a predetermined threshold, causing the first client device not to advance progress of the online game.

12. The server of claim 10 , wherein determining whether to cause the first client device to advance progress of the online game comprises, in response to the importance of the first status change information being less than a predetermined threshold, cause the first client device to advance progress of the online game based on the first status change information.

13. The server of claim 9 , wherein transmitting the second status change information to the second client device comprises:

receiving, from the second client device, a transmission request for the status change information;

in response to receiving the transmission request, reading the second status change information; and

transmitting the second status change information to the second client device.

14. The server of claim 9 , wherein storing the first status change information received from the first client device comprises, in response to the first status change information being related to a change in status of the online game in the second client device, storing the first status change information.

15. A non-transitory computer readable medium including computer-program instructions, which when executed by a server configured to exchange information related to game processing in an online game between a first client device and a second client device, cause circuitry of the server to:

receive, from the first client device connected online, first status change information related to a change in status of the online game in the first client device;

store the first status change information received from the first client device;

transmit the first status change information to the second client device;

in response to the second client device being not connected online, determine whether to cause the first client device to advance progress of the online game based on the first status change information; and

in response to the second client device having returned to the online state, transmit second status change information that is different from the stored first status change information to the second client device.

16. The non-transitory computer readable medium of claim 15 , wherein determining whether to cause the first client device to advance progress of the online game comprises determining whether to cause the first client device to advance progress of the online game based on importance of the first status change information.

17. The non-transitory computer readable medium of claim 16 , wherein determining whether to cause the first client device to advance progress of the online game comprises, in response to the importance of the first status change information being greater than a predetermined threshold, causing the first client device not to advance progress of the online game.

18. The non-transitory computer readable medium of claim 16 , wherein determining whether to cause the first client device to advance progress of the online game comprises, in response to the importance of the first status change information being less than a predetermined threshold, cause the first client device to advance progress of the online game based on the first status change information.

19. The non-transitory computer readable medium of claim 15 , wherein transmitting the second status change information to the second client device comprises:

receiving, from the second client device, a transmission request for the status change information;

in response to receiving the transmission request, reading the second status change information; and

transmitting the second status change information to the second client device.

20. The non-transitory computer readable medium of claim 15 , wherein storing the first status change information received from the first client device comprises, in response to the first status change information being related to a change in status of the online game in the second client device, storing the first status change information.

Assignments (2)
CORRECTIVE ASSIGNMENT TO CORRECT THE RECEIVING PARTY DATA AND ATTORNEY DOCKET NUMBER PREVIOUSLY RECORDED AT REEL: 71296 FRAME: 482. ASSIGNOR(S) HEREBY CONFIRMS THE ASSIGNMENT. Recorded Jun 10, 2025
From: GREE, INC.
To: GREE HOLDINGS, INC.
Reel/Frame 071611/0140 →
CHANGE OF NAME Recorded May 16, 2025
From: GREE, INC.
To: GREE HOLDINGS, INC.
Reel/Frame 071296/0482 →
Priority Claims (1)
JP 2012-221566 · Oct 3, 2012 · national
Continuity (3)
Continuation 15812000 · Nov 14, 2017
Continuation 14432060
Related Publication 20180369697A1 · Dec 27, 2018