IP Library Granted Patent US 10,322,341
Granted Patent B2
US 10,322,341 · App. 16/133,292 · Granted Jun 18, 2019

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
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Quick Facts
Patent No.
US 10,322,341
App. No.
16/133,292
Granted
Jun 18, 2019
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 (43)

1. A client device comprising:

circuitry configured to

transmit, to a server, a delay time of a game played on the client device;

receive an instruction to synchronize game progress from the server, the instruction being transmitted from the server at a first point in time, the instruction including an offset time that is greater than a maximum value of the delay time of the client device and other delay times of a plurality of other client devices playing the game, and the instruction instructing to the client device to perform an event at a second point in time, which is after the first point in time by the offset time; and

perform the event at the second point in time.

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

transmit, to the server, game progress state of the client device;

receive, in response to determination by the server that a difference between a game progress state of the server and the game progress state of the client device exceeds a threshold, a synchronization instruction from the server; and

synchronize the game progress of the client device with the game progress of the server.

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

transmit a request to the server, wherein the request from the client device is executed by the server only when the delay time of the client device is less than or equal to a threshold.

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

output an indication to indicate that the event is in preparation, after transmitting the request to the server.

5. The client device of claim 3 , wherein the threshold is determined based on a type of the game.

6. The client device of claim 3 , wherein the threshold is determined based on a dispersion state among the delay time of the client device and the other delay times of the plurality of other client devices.

7. The client device of claim 3 , wherein the threshold is determined based on a number of participants in the game.

8. The client device of claim 1 , wherein the circuitry is configured to:

transmit, prior to starting the game, an initial delay time to the server, wherein the initial delay time and other initial delay times of the plurality of other client devices are determined within a predetermined range.

9. The client device of claim 1 , wherein the offset time is calculated based on the maximum value of the delay time of the client device and the other delay times of the plurality of other client devices.

10. The client device of claim 1 , wherein the offset time is calculated by multiplying the maximum value of the delay time of the client device and the other delay times of the plurality of other client devices by a predetermined value.

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

transmit, to a server, a delay time of a game played on the client device;

receive an instruction to synchronize game progress from the server, the instruction being transmitted from the server at a first point in time, the instruction including an offset time that is greater than a maximum value of the delay time of the client device and other delay times of a plurality of other client devices, and the instruction instructing to the client device to perform an event at a second point in time, which is after the first point in time by the offset time; and

perform the event at the second point in time.

12. The non-transitory computer-readable medium of claim 11 , wherein the program causes the client device to:

transmit, to the server, game progress state of the client device;

receive, in response to determination by the server that a difference between a game progress state of the server and the game progress state of the client device exceeds a threshold, a synchronization instruction from the server; and

synchronize the game progress of the client device with the game progress of the server.

13. The non-transitory computer-readable medium of claim 11 , wherein the program causes the client device to:

transmit a request to the server, wherein the request from the client device is executed by the server only when the delay time of the client device is less than or equal to a threshold.

14. The non-transitory computer-readable medium of claim 13 , wherein the program causes the client device to:

output an indication to indicate that the event is in preparation, after transmitting the request to the server.

15. The non-transitory computer-readable medium of claim 13 , wherein the threshold is determined based on a type of the game.

16. The non-transitory computer-readable medium of claim 13 , wherein the threshold is determined based on a dispersion state among the delay time of the client device and the other delay times of the plurality of other client devices.

17. The non-transitory computer-readable medium of claim 13 , wherein the threshold is determined based on a number of participants in the game.

18. The non-transitory computer-readable medium of claim 11 , wherein the program causes the client device to:

transmit, prior to starting the game, an initial delay time to the server, wherein the initial delay time and other initial delay times of the plurality of other client devices are determined within a predetermined range.

19. The non-transitory computer-readable medium of claim 11 , wherein the offset time is calculated based on the maximum value of the delay time of the client device and the other delay times of the plurality of other client devices.

20. The non-transitory computer-readable medium of claim 11 , wherein the offset time is calculated by multiplying the maximum value of the delay time of the client device and the other delay times of the plurality of other client devices by a predetermined value.

21. A method comprising:

transmitting, by a client device to a server, a delay time of a game played on the client device;

receiving, by the client device, an instruction to synchronize game progress from the server, the instruction being transmitted from the server at a first point in time, the instruction including an offset time that is greater than a maximum value of the delay time of the client device and other delay times of a plurality of other client devices playing the game, and the instruction instructing to the client device to perform an event at a second point in time, which is after the first point in time by the offset time; and

performing, by the client device, the event at the second point in time.

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 2014-015580 · Jan 30, 2014 · national
Continuity (2)
Continuation 14607764 · Jan 28, 2015
Related Publication 20190022527A1 · Jan 24, 2019