IP Library Granted Patent US 12,343,620
Granted Patent B2
US 12,343,620 · App. 18/415,004 · Granted Jul 1, 2025

Apparatus for managing online game, method and system therefor

Inventors: Robert Kamphuis (Helsinki, FI); Jonne Loikkanen (Helsinki, FI); Jon Franzas (Helsinki, FI)
Assignee: Supercell Oy
A63F13/358A63F13/335A63F13/798H04L69/164A63F2300/534
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Quick Facts
Patent No.
US 12,343,620
App. No.
18/415,004
Granted
Jul 1, 2025
Kind
B2
Abstract

An apparatus for managing an online game. The apparatus including a processor and a memory. The processor is configured to identify a set of client devices engaged in an online game; identify game parameters associated with client devices in the set; define group of client devices from the set of client devices, wherein the at least one group of client devices includes client devices with similar game parameter; determine communication latency between each of the client devices in the group of client devices and a server; define subgroup of client devices from each of the group of client devices, wherein the subgroup of client devices includes client devices with a similar communication latency; and enable the client devices in the subgroup of client devices to engage in a game session of the online game.

Claims (51)

1. An apparatus for managing a game session of a multiplayer online game, the apparatus comprising a processor and a memory, wherein the processor is configured to:

identify a set of client devices that are actively communicatively coupled to the apparatus over a communication network by determining an active communication link between client devices of the set of client devices and the a host of the multi-player online game;

group a first sub-set of client devices, the first sub-set of client devices having a game parameter that is common to all client devices in the first sub-set of client devices;

group a second sub-set of client devices from the first sub-set of client devices by:

measuring a first latency value associated with a communication between a first client device of the first sub-set of client devices and the host;

measuring a second latency value associated with a communication between a second client device of the first sub-set of client devices and the host;

calculating a difference between the first latency value and the second latency value;

allocating the first client device and the second client device to the second sub-set of client devices if the calculated difference is below the pre-determined threshold value; and

enable only client devices in the second sub-set of client devices to engage in a same game session of the multiplayer online game.

2. The apparatus according to claim 1 , wherein the processor is configured to group the first sub-set of client devices by identifying the game parameter, wherein the game parameter comprises one or more of a skill level of the player associated with the client device, a cumulative playing time of the player associated with the client device, a resource level of a player character associated with the client device, and resources available for an account associated with the client device.

3. The apparatus according to claim 1 , wherein the processor is configured to allocate the first client device and the second client device to a different sub-set of client devices if the calculated difference is above the pre-determined threshold value.

4. The apparatus according to claim 1 , wherein the processor is further configured to reallocate a client device from the second sub-set of client devices to a different group upon a change in one or more of the game parameter or the communication latency.

5. The apparatus according to claim 1 , wherein the processor is configured to associate a first second sub-set of client devices with a first gaming server and a second second sub-set of client devices with a second gaming server; and

enable client devices in the first second sub-set of client devices to engage in a same game session with the associated first gaming server; and

enable client devices in the second second sub-set of client devices to engage in a same game session with the associated second gaming server.

6. The apparatus according to claim 1 , wherein the processor is configured to share a pair of ciphered keys between each of the client devices in the first sub-set of client devices and the host to determine the communication latency.

7. The apparatus according to claim 1 , wherein the processor is configured to establish a user datagram protocol (UDP) connection for determining the communication latency between client devices and the host.

8. The apparatus according to claim 1 , wherein the processor is further configured to associate a delay module with client devices to form a substantially identical communication latency between client devices and the host.

9. The apparatus according to claim 8 , wherein the delay module is configured to increase the communication latency to form the substantially identical communication latency between the client devices and the host.

10. A method for managing a game session of a multiplayer online game, the method comprising:

identifying a set of client devices actively communicatively coupled to the apparatus over a communication network by determining an active communication link between client devices of the set of client devices and the a host of the multi-player online game;

group a first sub-set of client devices, the first sub-set of client devices having a game parameter that is common to all client devices in the first sub-set of client devices;

group a second sub-set of client devices from the first sub-set of client devices by:

measuring a first latency value associated with a communication between a first client device of the first sub-set of client devices and the host;

measuring a second latency value associated with a communication between a second client device of the first sub-set of client devices and the host;

calculating a difference between the first latency value and the second latency value;

allocating the first client device and the second client device to the second sub-set of client devices if the calculated difference is below the pre-determined threshold value; and

enable only client devices in the second sub-set of client devices to engage in a same game session of the multiplayer online game.

11. The method according to claim 10 , wherein the method further comprises grouping the first sub-set of client devices by identifying the game parameter, wherein the game parameter comprises one or more of a skill level of the player associated with the client device, a cumulative playing time of the player associated with the client device, a resource level of a player character associated with the client device, and resources available for an account associated with the client device.

12. The method according to claim 10 , wherein grouping the second sub-set of client devices further comprises: allocating the first client device and the second client device to

a different sub-set of client devices if the calculated difference is above the pre-determined threshold value.

13. The method according to claim 10 , further comprising reallocating a client device from the second sub-set of client devices to a different group upon a change in one or more of the game parameter or the communication latency.

14. The method according to claim 10 , further comprising associating a first second sub-set of client devices with a first gaming server and a second second sub-set of client devices with a second gaming server; and

enabling client devices in the first second sub-set of client devices to engage in a same game session with the associated first gaming server; and

enabling client devices in the second second sub-set of client devices to engage in a same game session with the associated second gaming server.

15. The method according to claim 10 , the method further comprising sharing a pair of ciphered keys between each of the client devices in the first sub-set of client devices and the host to determine the communication latency.

16. The method according to claim 10 , the method further comprising establishing a user datagram protocol (UDP) connection for determining the communication latency between client devices and the host.

17. The method according to claim 10 , the method further comprising associating a delay module with client devices to form a substantially identical communication latency between client devices and the host.

18. The method according to claim 17 , the method further comprising using the delay module to increase the communication latency to form the substantially identical communication latency between the client devices and the host.

19. A system for managing a game session of a multiplayer online game, the system comprising:

a server communicatively coupled to client devices; and

an apparatus communicatively coupled to the server and the client devices, wherein the apparatus is configured to:

identify client devices that are actively communicatively coupled to the apparatus over a communication network by determining an active communication link between the client devices and the a host of the multi-player online game;

group a first sub-set of the client devices, the first sub-set of the client devices having a game parameter that is common to all client devices in the first sub-set of client devices;

group a second sub-set of client devices from the first sub-set of client devices by:

measuring a first latency value associated with a communication between a first client device of the first sub-set of client devices and the host;

measuring a second latency value associated with a communication between a second client device of the first sub-set of client devices and the host;

calculating a difference between the first latency value and the second latency value;

allocating the first client device and the second client device to the second sub-set of client devices if the calculated difference is below the pre-determined threshold value; and

enable only client devices in the second sub-set of client devices to engage in a same game session of the multiplayer online game.

20. The system according to claim 19 , wherein the apparatus is configured to group the first sub-set of client devices by identifying the game parameter, wherein the game parameter comprises one or more of a skill level of the player associated with the client device, a cumulative playing time of the player associated with the client device, a resource level of a player character associated with the client device, and resources available for an account associated with the client device.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jan 18, 2024
From: KAMPHUIS, ROBERT; LOIKKANEN, JONNE; FRANZAS, JON
To: SUPERCELL OY
Reel/Frame 066167/0347 →
Continuity (3)
Continuation 17670614 · Feb 14, 2022
Continuation 16890450 · Jun 2, 2020
Related Publication 20240226732A1 · Jul 11, 2024
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