IP Library Granted Patent US 11,666,830
Granted Patent B2
US 11,666,830 · App. 17/379,733 · Granted Jun 6, 2023

Local game execution for spectating and spectator game play

Inventors: Charles McCoy (San Mateo, CA); True Xiong (San Mateo, CA); Nathan Blaine Morgan (Escondido, CA)
Assignee: Sony Interactive Entertainment Inc.
A63F13/86A63F13/57A63F13/70
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Quick Facts
Patent No.
US 11,666,830
App. No.
17/379,733
Granted
Jun 6, 2023
Kind
B2
Abstract

A method for gaming. The method including instantiating an instance of a video game at a local device of a spectator. Game state and user data of one or more players participating in a gaming session is received. Video frames are generated of live game play by the players using the game state and user data by executing the video game in the instance. Video frames are displayed for the live game play on a display of the spectator. A local game slice of the video game is generated for a sliced game play while executing the video game in the instance. The local game slice being responsive to inputs from a controller device of the spectator.

Claims (64)

1. A method for gaming, comprising:

receiving, over a network, a stream of video frames of a multi-player gaming session from a back-end game server executing a video game, wherein the stream of video frames is received at a local device of a first player participating in the multi-player gaming session, wherein the first player is controlling a first character in the multi-player gaming session, wherein a second player is controlling a second character in the multi-player gaming session;

detecting that a network connection between the local device and the back-end game server communicating through the network is below a quality of service (QoS) metric;

responsive to the detecting that the network connection is below the QoS metric, instantiating a local instance of the video game at the local device using game state data and user data of a plurality of players participating in the multi-player gaming session to enable game play by the first player of the video game;

controlling the second character in the local instance of the video game using an AI model configured with AI state data to emulate a behavior of the second player; and

sending video frames generated through execution of the local instance of the video game to a display associated with the first player.

2. The method of claim 1 , further comprising:

pausing sending of the stream of video frames of the multi-player gaming session to the display.

3. The method of claim 1 , further comprising:

receiving a plurality of controller inputs for controlling the second character from the back-end game server executing the AI model configured with the AI state data.

4. The method of claim 1 , further comprising:

executing at the local device the AI model configured with the AI state data to generate a plurality of controller inputs for controlling the second character.

5. The method of claim 1 , further comprising:

detecting that the network connection is above the QoS metric; and

restoring the multi-player gaming session by sending the stream of video frames received from the back-end game server to the display.

6. The method of claim 5 , further comprising:

terminating or pausing execution of the local instance of the video game.

7. The method of claim 5 , further comprising:

determining a divergence from another game play of the multi-player gaming session and the game play by the first player in the local instance of the video game;

generating one or more transition scenes; and

sending the one or more transition scenes to the display before sending the stream of video frames in the multi-player gaming session that is restored.

8. A non-transitory computer-readable medium storing a computer program for gaming, the computer-readable medium comprising:

program instructions for receiving, over a network, a stream of video frames of a multi-player gaming session from a back-end game server executing a video game, wherein the stream of video frames is received at a local device of a first player participating in the multi-player gaming session, wherein the first player is controlling a first character in the multi-player gaming session, wherein a second player is controlling a second character in the multi-player gaming session;

program instructions for detecting that a network connection between the local device and the back-end game server communicating through the network is below a quality of service (QoS) metric;

program instructions for responsive to the detecting that the network connection is below the QoS metric, instantiating a local instance of the video game at the local device using game state data and user data of a plurality of players participating in the multi-player gaming session to enable game play by the first player of the video game;

program instructions for controlling the second character in the local instance of the video game using an AI model configured with AI state data to emulate a behavior of the second player; and

program instructions for sending video frames generated through execution of the local instance of the video game to a display associated with the first player.

9. The non-transitory computer-readable medium of claim 8 , further comprising:

program instructions for pausing sending of the stream of video frames of the multi-player gaming session to the display.

10. The non-transitory computer-readable medium of claim 8 , further comprising:

program instructions for receiving a plurality of controller inputs for controlling the second character from the back-end game server executing the AI model configured with the AI state data.

11. The non-transitory computer-readable medium of claim 8 , further comprising:

program instructions for executing at the local device the AI model configured with the AI state data to generate a plurality of controller inputs for controlling the second character.

12. The non-transitory computer-readable medium of claim 8 , further comprising:

program instructions for detecting that the network connection is above the QoS metric; and

program instructions for restoring the multi-player gaming session by sending the stream of video frames received from the back-end game server to the display.

13. The non-transitory computer-readable medium of claim 12 , further comprising:

program instructions for terminating or pausing execution of the local instance of the video game.

14. The non-transitory computer-readable medium of claim 12 , further comprising:

program instructions for determining a divergence from another game play of the multi-player gaming session and the game play by the first player in the local instance of the video game;

program instructions for generating one or more transition scenes; and

program instructions for sending the one or more transition scenes to the display before sending the stream of video frames in the multi-player gaming session that is restored.

15. A computer system, comprising:

a processor; and

memory coupled to the processor and having stored therein instructions that, if executed by the computer system, cause the computer system to execute a method for gaming comprising:

receiving, over a network, a stream of video frames of a multi-player gaming session from a back-end game server executing a video game, wherein the stream of video frames is received at a local device of a first player participating in the multi-player gaming session, wherein the first player is controlling a first character in the multi-player gaming session, wherein a second player is controlling a second character in the multi-player gaming session;

detecting that a network connection between the local device and the back-end game server communicating through the network is below a quality of service (QoS) metric;

responsive to the detecting that the network connection is below the QoS metric, instantiating a local instance of the video game at the local device using game state data and user data of a plurality of players participating in the multi-player gaming session to enable game play by the first player of the video game;

controlling the second character in the local instance of the video game using an AI model configured with AI state data to emulate behavior of the second player; and

sending video frames generated through execution of the local instance of the video game to a display associated with the first player.

16. The computer system of claim 15 , the method further comprising:

pausing sending of the stream of video frames of the multi-player gaming session to the display.

17. The computer system of claim 15 , the method further comprising:

receiving a plurality of controller inputs for controlling the second character from the back-end game server executing the AI model configured with the AI state data.

18. The computer system of claim 15 , the method further comprising:

executing at the local device the AI model configured with the AI state data to generate a plurality of controller inputs for controlling the second character.

19. The computer system of claim 15 , the method further comprising:

detecting that the network connection is above the QoS metric;

restoring the multi-player gaming session by sending the stream of video frames received from the back-end game server to the display; and

terminating or pausing execution of the local instance of the video game.

20. The computer system of claim 19 , the method further comprising:

determining a divergence from another game play of the multi-player gaming session and the game play by the first player in the local instance of the video game;

generating one or more transition scenes; and

sending the one or more transition scenes to the display before sending the stream of video frames in the multi-player gaming session that is restored.

Continuity (2)
Continuation 16526824 · Jul 30, 2019
Related Publication 20210339149A1 · Nov 4, 2021