IP Library Patent Application 18434779
Patent Application
App. No. 18/434,779

PREDICTIVE LOAD BALANCING FOR A DIGITAL ENVIRONMENT

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Quick Facts
Patent No.
US None
App. No.
18/434,779
Abstract

A system and method for predictive load balancing for digital multiplayer gaming or simulated environments. The system includes an environment monitor subsystem that monitors a simulation or game condition and system load condition on a computational node of a networked computer environment over time, the game condition comprising a condition within a computer game operating on the computational node and across system nodes. The system also includes an automated planning service subsystem that performs a predictive analysis resulting in a system load forecast for the computational node and changes the system load on the computational node based on the system load forecast by changing a game control and adds or removes nodes, the game control comprising a limitation on the operation of the computer game operating on the computational node or the relationship between nodes or the number of nodes.

Claims (57)

1 . A computing system for predictive load balancing for a networked computer gaming environment employing an automated planning service, the computing system comprising:

one or more hardware processors configured for:

monitoring a game condition and a system load condition on a computational node of a networked computer gaming environment over time, the game condition comprising a condition within a computer game operating on the computational node;

storing time series data on a non-volatile data storage device, the time series data comprising changes of the game condition and the system load condition at a series of time points;

performing a predictive analysis based on the time series data to generate a system load forecast for the computational node; and

changing the system load on the computational node based on the system load forecast by changing a game control, the game control comprising a limitation on the operation of the computer game operating on the computational node.

2 . The computing system of claim 1 , wherein the load on the computational node is changed by adding or removing computational nodes.

3 . The computing system of claim 1 , wherein the load on the computational node is changed by reallocating computing resources from other nodes to the computational node.

4 . The computing system of claim 1 further comprising a connector subsystem, wherein a node may utilize the connector subsystem to communicate and exchange data with other nodes to facilitate load balancing.

5 . The computing system of claim 1 , wherein at least a portion of the load-related data used for predictive analysis is user contribution to system load.

6 . The computing system of claim 1 , wherein the time-series data further comprise scheduled events.

7 . The computing system of claim 1 , wherein the predictive analysis is performed using model-based forecasts or simulations based on the time series data.

8 . The computing system of claim 1 , wherein the game condition further comprises state information about a user agent, a game agent, or another entity.

9 . The computing system of claim 1 , wherein the game condition further comprises player activity data, the player activity data comprising login information, actions, and location data.

10 . The computing system of claim 1 , wherein the load on the computational node is changed by adjusting the relationship between the computational node and at least one other node.

11 . A computer-implemented method executed on an automated planning service for predictive load balancing for a networked computer gaming environment, the computer-implemented method comprising:

monitoring a game condition and a system load condition on a computational node of a networked computer gaming environment over time, the game condition comprising a condition within a computer game operating on the computational node;

storing time series data on a non-volatile data storage device, the time series data comprising changes of the game condition and the system load condition at a series of time points;

performing predictive analysis based on the time series data to generate a system load forecast for the computational node; and

changing the system load on the computational node based on the system load forecast by changing a game control, the game control comprising a limitation on the operation of the computer game operating on the computational node.

12 . The computer-implemented method of claim 11 , further comprising the step of changing the system load on the computational node by adding computational nodes.

13 . The computer-implemented method of claim 11 , further comprising the step of changing the system load on the computational node by reallocating computing resources from other nodes to the computational node.

14 . The computer-implemented method of claim 11 , further comprising a connector subsystem, wherein a node may utilize the connector subsystem to communicate and exchange data with other nodes to facilitate load balancing.

15 . The computer-implemented method of claim 11 , wherein the time-series data further comprise user contribution to the load.

16 . The computer-implemented method of claim 11 , wherein the time-series data further comprise scheduled events.

17 . The computer-implemented method of claim 11 , wherein the predictive analysis is performed using simulations based on the time series data.

18 . The computer-implemented method of claim 11 , wherein the game condition further comprises state information about a user agent, a game agent, or another entity.

19 . The computer-implemented method of claim 11 , wherein the game condition further comprises player activity data, the player activity data comprising login information, actions, and location data.

20 . The computer-implemented method of claim 11 , wherein the load on the computational node is changed by adjusting the relationship between the computational node and at least one other node.

21 . A system for predictive load balancing for a networked computer gaming environment employing an automated planning service, comprising one or more computers with executable instructions that, when execute, cause the system to:

monitor a game condition and a system load condition on a computational node of a networked computer gaming environment over time, the game condition comprising a condition within a computer game operating on the computational node;

store time series data on a non-volatile data storage device, the time series data comprising changes of the game condition and the system load condition at a series of time points;

perform a predictive analysis based on the time series data to generate a system load forecast for the computational node; and

change the system load on the computational node based on the system load forecast by changing a game control, the game control comprising a limitation on the operation of the computer game operating on the computational node.

22 . The system of claim 21 , wherein the load on the computational node is changed by adding computational nodes.

23 . The system of claim 21 , wherein the load on the computational node is changed by reallocating computing resources from other nodes to the computational node.

24 . The system of claim 21 further comprising a connector subsystem, wherein a node may utilize the connector subsystem to communicate and exchange data with other nodes to facilitate load balancing.

25 . The system of claim 21 , wherein at least a portion of the load-related data used for predictive analysis is user contribution to system load.

26 . The system of claim 21 , wherein the time-series data further comprise scheduled events.

27 . The system of claim 21 , wherein the predictive analysis is performed using model-based forecasts or simulations based on the time series data.

28 . The system of claim 21 , wherein the game condition comprises state information about a user agent, a game agent, or another entity.

29 . The system of claim 21 , wherein the game condition further comprises player activity data, the player activity data comprising login information, actions, and location data.

30 . The system of claim 21 , wherein the load on the computational node is changed by adjusting the relationship between the computational node and at least one other node.

31 . Non-transitory, computer-readable storage media having computer-executable instructions embodied thereon that, when execute by one or more processors of a computing system employing an automated planning service for predictive load balancing for a networked computer gaming environment, cause the computing system to:

monitor a game condition and a system load condition on a computational node of a networked computer gaming environment over time, the game condition comprising a condition within a computer game operating on the computational node;

store time series data on a non-volatile data storage device, the time series data comprising changes of the game condition and the system load condition at a series of time points;

perform a predictive analysis based on the time series data to generate a system load forecast for the computational node; and

change the system load on the computational node based on the system load forecast by changing a game control, the game control comprising a limitation on the operation of the computer game operating on the computational node.

32 . The system of claim 31 , wherein the load on the computational node is changed by adding computational nodes.

33 . The system of claim 31 , wherein the load on the computational node is changed by reallocating computing resources from other nodes to the computational node.

34 . The system of claim 31 further comprising a connector subsystem, wherein a node may utilize the connector subsystem to communicate and exchange data with other nodes to facilitate load balancing.

35 . The system of claim 31 , wherein at least a portion of the load-related data used for predictive analysis is user contribution to system load.

36 . The system of claim 31 , wherein the time-series data further comprise scheduled events.

37 . The system of claim 31 , wherein the predictive analysis is performed using model-based forecasts or simulations based on the time series data.

38 . The system of claim 31 , wherein the game condition comprises state information about a user agent, a game agent, or another entity.

39 . The system of claim 31 , wherein the game condition further comprises player activity data, the player activity data comprising login information, actions, and location data.

40 . The system of claim 31 , wherein the load on the computational node is changed by adjusting the relationship between the computational node and at least one other node.

Assignments (4)
CHANGE OF NAME Recorded Jul 8, 2024
From: QPX LLC
To: QOMPLX LLC
Reel/Frame 067930/0619 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jul 6, 2024
From: QOMPLX, INC.
To: QPX LLC
Reel/Frame 068969/0262 →
CHANGE OF NAME Recorded Jun 22, 2024
From: FRACTAL INDUSTRIES, INC.
To: QOMPLX, INC.
Reel/Frame 067808/0546 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jun 15, 2024
From: CRABTREE, JASON; SELLERS, ANDREW
To: FRACTAL INDUSTRIES, INC.
Reel/Frame 067738/0923 →