US20020083461A1 - Method and system for providing interactive services over a wireless communications network - Google Patents
Method and system for providing interactive services over a wireless communications network Download PDFInfo
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- US20020083461A1 US20020083461A1 US09/989,985 US98998501A US2002083461A1 US 20020083461 A1 US20020083461 A1 US 20020083461A1 US 98998501 A US98998501 A US 98998501A US 2002083461 A1 US2002083461 A1 US 2002083461A1
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Classifications
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Definitions
- the present invention generally relates to a method and system for providing interactive services via a communications network, and in particular to using telecommunications network resources and wireless, interactive application protocols.
- a system for providing one or more interactive applications to one or more users via a wireless communications network including: one or more servers cooperating with the network to substantially deliver one or more interactive applications to one or more wireless access devices each corresponding to at least one of the users; wherein, after the one or more wireless access devices receive the substantially delivered one or more applications, upon request of one of the users the one or more corresponding wireless access devices receives communication from the server to facilitate the one of the users accessing the one or more interactive applications using the corresponding wireless access device.
- FIG. 1 is a diagram of the relationship of the elements of the invention in one embodiment of the present invention.
- FIG. 2 is a diagram of the relationship of the data transfer rate between the handheld devices and network of the present invention
- FIG. 3 is a flowchart depicting a method for providing one or more wireless interactive applications according to the present invention
- FIG. 4 is a flowchart depicting the steps in the overall method according to one embodiment of the present invention.
- FIG. 5 is a flowchart depicting the steps of a user selecting to play a game according to one embodiment of the present invention
- FIG. 6 is a flowchart depicting the steps of a user selecting to post scores according to one embodiment of the present invention.
- FIG. 7 is a flowchart depicting the steps of a user selecting to communicate with a group of users according to one embodiment of the present invention.
- FIG. 8 is a flowchart depicting the steps of a user receiving an invitation to play a game according to one embodiment of the present invention.
- the present invention addresses delivering a rich, interactive, game experience over a network, such as a wireless network (CDMA type, for example), efficiently and cost effectively.
- a network such as a wireless network (CDMA type, for example)
- the present invention offers an interactive experience, in which the action occurs in real time.
- the present invention features enhanced, state-of-the-art graphics.
- the present invention conserves network capacity and offers the network operator and user cost savings advantages. This opens the possibilities to provide a wireless game service to end users at a flat monthly rate rather than a per unit of time consumed basis.
- the pricing model of Assignee's Cricket wireless telecommunications services may be adopted.
- the present innovation provides a means for distributing interactive services, such as multi player games, using a wireless network (CDMA type, for example).
- a wireless network and method of communicating between the gaming device and the wireless network that distributes information in a manner that provides the user a smooth and robust experience may be provided.
- a system may include: a wireless network, one or more servers, and one or more handheld devices.
- the wireless network of the present invention may be data capable, as opposed to a first generation cellular (voice only) network.
- the network may be based upon PCS, TDMA, CDMA, or other suitable data capable technology(ies) or standard(s).
- a server of the present invention may include: software and means to maintain the interactive applications in synchronization with the network.
- the wireless handheld device(s) of the present invention may include: applications software; and sufficient memory to accomplish the purpose of the invention to offer improved efficiency of communication with the wireless network.
- the handheld device may take the form of a phone, a portable gaming device, or another appropriate device.
- the present invention differs from prior known systems and devices in that significant software resources may be loaded and stored on the handheld device, rather than having to be delivered over the wireless network to the handheld device, upon demand, for example.
- various options and enhancements that add to the users' enjoyment may be included, such as chat, Internet browsing, instant messaging, e-commerce and m-commerce services, and other interactive entertainment and/or communication services.
- the server may provide: compression algorithms; prioritization algorithms; and Internet and intranet access capability.
- the handheld device of the present invention may include: enhanced graphics; enhanced clock speed; improved refresh rate (similar to that of a GameBoy, for example); a handheld device that is ergonomically suited for gaining; color graphics; high resolution; long battery life; an enhanced processor; expanded memory (16 Mb, for example); be expandable (using expansion slots, for example); enhanced features, such as tremble; speakers; microphone; camera; a web browser; text entry system; chat; simultaneous voice; and be modular or integrated, for example.
- the present invention provides a robust, high resolution, interactive, wireless system and method, that uses network resources more efficiently than prior known systems. It is therefore desirable to develop an efficient, high quality, interactive gaming system that overcomes the disadvantages and limitations of prior known systems and devices.
- market penetration of interactive wireless services may be achieved and improved.
- the cost to the system operator of wireless game service may be reduced.
- a degree to which interactive wireless services are network dependent may be reduced.
- a degree to which interactive wireless services are time of day dependent may be reduced.
- an availability of interactive wireless services may be increased.
- network capacity may be efficiently utilized.
- network capacity may be efficiently utilized for interactive wireless gaming applications.
- an interactive application may be adjusted to substantially match applicable data transfer requirements of the wireless network.
- a substantial amount of the software required to operate the interactive application may be maintained on a personal handset device as opposed to the network.
- a substantial amount of the instructions required to operate the interactive application may be maintained on a personal handset device as opposed to the network, in order to reduce network traffic.
- wireless transmissions between the network and the personal device may be adapted to reduce latency.
- a latency of the response of the interactive application may be limited.
- a reduced cost interactive service may be achieved.
- a perceived speed of interactive use may be increased.
- differences in latency between users of the interactive service may be reduced and a substantially consistent level of latency between users of the interactive service may be achieved.
- a substantially even playing field for the interactive services may be provided.
- differentials that may exist between users of the interactive service based upon differences in download or modem speed between the portable handheld devices may be at least partially mitigated.
- a cost effective way to deliver interactive services to end users may be provided.
- an interactive gaming community may be supported.
- a system may provide one or more wireless interactive applications to one or more users.
- a system may include: a wireless communication network; one or more servers, cooperating with the network to deliver one or more interactive application(s) to the one or more users; and one or more wireless access devices in communication with said network.
- the one or more wireless access devices may receive communication from the server to facilitate the users accessing the one or more wireless interactive applications on the wireless access device.
- the system may include: a wireless communication network; an interactive application delivered over the wireless network to one or more users; one or more wireless access devices adapted to receive and render the interactive application to the user; control means for controlling the state of the interactive application; and network mediation means for controlling delivery of the interactive application to the one or more users.
- the system may include: a wireless communication network adapted for transmission of communications to facilitate the one or more interactive applications at less than the full frame rate of voice communications; and one or more servers, cooperating with the network to deliver one or more interactive application(s) to the one or more users.
- the system may also include one or more wireless access devices, in communication with the network.
- the one or more wireless access devices may receive communications from the server to facilitate the users accessing the one or more wireless interactive applications on the wireless access device.
- the one or more interactive applications may further comprise high resolution game applications featuring substantially high resolution graphics, and may reside on the wireless access device.
- a system may be used for providing one or more wireless interactive applications to one or more users.
- the system may include: a wireless communication network; one or more servers operating with the network to deliver one or more interactive application(s) to the one or more users; and one or more wireless access devices, in communication with the network.
- the one or more wireless access devices receive communication from the server to facilitate users accessing the one or more wireless interactive applications.
- a system may be used for providin one or more wireless interactive applications to one or more users.
- the system may include a wireless communication network adapted for transmission of communications to facilitating the one or more interactive applications at less than the full frame rate of voice communications, and one or more servers, cooperating with the network to deliver one or more interactive application(s) to the one or more users.
- the system may also include one or more wireless access devices, in communication with the network.
- the one or more wireless access devices may receive communications from the server to facilitate users accessing the one or more wireless interactive applications.
- the one or more interactive applications may further include high resolution game applications featuring high resolution graphics, and may reside on the wireless access device.
- a method for providing one or more interactive applications to one or more users of a wireless communication network may be used.
- initiating a request for wireless interactive services to the network sending communications to the network to request the interactive application, compiling the request and communicating to a wireless access device software necessary to perform the one or more interactive application, and initiating the interactive application may be performed.
- a method may further include communicating to the network one or more degrees of freedom of the interactive application, storing information about changes in state of one or more of the degrees of freedom caching the information, communicating the cached information to the server in order to efficiently utilize network resources (said wireless access device communicating signals reflecting the change of state of the interactive application), maintaining one or more interactive applications on the server, synchronizing the interactive applications among the users, and communicating updates to the one or more interactive applications until play is concluded or terminated.
- one or more interactive applications according to the present invention may include a latency of less than about 30s, less than about 10s, less than about is, less than about 500 ms, less than about 300 ms, and/or less than about 200 ms.
- One or more interactive applications according to the present invention may also include high resolution graphics.
- the wireless access device may include a handheld device.
- the wireless access device may further include an 8 bit microprocessor having a clock speed of greater than about 4 MHz.
- the wireless access device may further include: greater than about 256 kbit memory, greater than about 512 kbit memory, greater than about 1 Mbit memory, greater than about 2 Mbit memory, greater than about 4 Mbit memory, and/or greater than about 8 Mbit memory.
- the wireless access device may further include a video display in excess of 160 ⁇ 144 pixels and may include a color display.
- the color display may be capable of rendering more than about 256 colors, 2,000 colors, 24,000 colors, 32,000 colors, or 64,000 colors.
- the wireless access device may include battery power source sufficient to power the device for more than about 30 hours.
- the wireless access device may include a 16 bit microprocessor, a 32 bit microprocessor, and/or a 32 bit RISC microprocessor.
- the microprocessor may have a clock speed of greater than about 8 MHz, and may have a clock speed of greater than 16 Mhz.
- the memory of the microprocessor may be external to the microprocessor.
- the wireless access device may include VRAM and/or WRAM memory.
- the wireless access device according to the present invention may further include a At video display in excess of 240 ⁇ 160 pixels.
- Users of a system according to the present invention may include up to eight or more simultaneous users.
- a system according to the present invention may conserve network resources relative to voice traffic. Communication from the network to the wireless access device may occur at a full frame rate. Moreover, communications from the network to the wireless access device may occur at a half frame rate.
- a wireless access device may cache information regarding the interactive application and dispatch the communications to ensure efficient use of the network.
- an application feature according to the present invention may offer a user more than three degrees of freedom.
- An application feature may reside on the wireless access device.
- FIG. 1 A preferred embodiment of the present invention is shown in FIG. 1 as system 10 .
- System 10 may include: wireless network 100 , a centralized game server 200 , and wireless access device 300 .
- Wireless network 100 may further include any suitable, data-capable wireless communications network. This includes, without limitation, any networks of the type known prior to the present invention, whether based upon PCS, TDMA, CDMA, or other technology, provided that technology provides a data enabled wireless network.
- the wireless network 100 of the present invention may be any advanced or improved data-capable network, such as 2.5 G or 3 G networks, as well as any further improvements in network technology.
- the present inventors consider any wireless network to be appropriate for use with the present invention, provided it is not a pure cellular network that lacks the capacity to transfer data.
- Server 200 of the system 10 may include: software (not shown), and synchronization means (not shown). Synchronization means may include a clock.
- Wireless access device 300 may include any suitable means for providing access to an interactive application over a wireless communications network.
- a wireless access device may be a Game Boy or comparable device, a wireless phone, or any other device through which the user can interface with the interactive application over the wireless network.
- Wireless access device 300 may further include: software (not shown), and memory (not shown).
- one or more users may access interactive applications (not shown) through the wireless access device 300 .
- a user may activate the wireless access device 300 by initiating a communication with the wireless network 100 .
- the user may select an application, causing server 200 to deliver the appropriate software to wireless access device 300 through a wireless communication over network 100 .
- the interactive application may provide a high quality interactive experience, at a degree of interactivity and graphic resolution comparable to or greater than that provided by a Game Boy gaming device, for example.
- the interactive application may reside substantially in the handheld device 300 rather than server 200 or other wireless network 100 component. This enables the system to reduce the amount of wireless communication traffic necessary to facilitate the interactive service.
- an interactive application may be delivered that features updates at a rate of at least once per second, and preferably more frequently than about three times per second.
- the graphic resolution of the wireless access device may be better than about 160 ⁇ 140 pixels, and preferably better than about 240 ⁇ 160 pixels.
- the present invention may offer a substantially real-time, interactive experience.
- the system 10 may includes: a CDMA wireless communications network 100 , server 200 adapted for coordination of the interactive applications, and wireless access device 300 , adapted for high resolution, real time, interactive applications.
- the wireless network 100 may employ any wireless network having data capability.
- Server 200 of the present invention may also include compression algorithms for reducing the size of the wireless communications required to facilitate the application; prioritization algorithms to speed certain communications; and Internet and Intranet access capability.
- the server 200 may be built on any suitable, conventional technology.
- Handheld device 300 of the present invention may include any of an number of enhancements including, without limitation: enhanced graphics; variable or enhanced clock speed; variable or enhanced refresh rate; ergonomic design, particularly adapted for gaming; color; enhanced resolution; long battery life; enhanced processor capability; enhanced memory (16 M or greater); expandable memory—whether based upon chips, cards, expansion slots or other suitable technology; tremble function; speakers; microphone; camera; video; Web Browser; text entry and editing system; chat; simultaneous voice; modular components (preferred) or integrated components (alternative). It is intended that the present invention include each of the above enhancements and modifications and variations, provided they come within the scope of the appended claims and their equivalents.
- a method of using one embodiment of the system 10 of the present invention may include enabling the handheld device 300 , and initiating a request for wireless interactive services to the network 100 , whether initiated by the user, or in response to an anonymous challenge of specific request; sending data messages to network 100 to request game.
- server 200 may compile the request and dispatch software necessary to run the interactive application. Server 200 may then initiate a game, sending a ready signal to each participant and play begins.
- Each client may move —having up to about 20 degrees of freedom in a preferred embodiment of the interactive application, for example.
- the handheld device 300 may store signals and cache instructions to the server 200 in order to utilize network resources more efficiently.
- Handheld devices 300 may send signals substantially only reflecting the change of state until frame is full (or 1 ⁇ 3 second goes by) whichever occurs first, for example.
- Server 200 may receive inputs, maintain state of game, and synchronize the clients (at a rate that ensures minimum latency, for example).
- Server 200 may broadcast updates until the application is concluded or terminated.
- handheld device 300 may take the form of any appropriate wireless attachment or device.
- Interactive applications may be initiated either directly by the user, by a buddy, anonymously, or by the server.
- the system may be capable of building and retaining a profile of the user.
- the system may provide access to a gaming community.
- the user may be offered a choice of gaming options.
- the user may be allowed to download applications, particularly data intensive applications, overnight, when network capacity is higher.
- the system may be available in an always-on mode to provide instant messaging and other interactive services.
- the system may provide the user the option of initiating play based upon interactions with a text message, or player, or server. Scores may be posted. awards, premiums, free play and other incentives may be offered. Tournaments may be held and prizes awarded.
- the present invention include these variations and modifications, provided they come within the scope of the appended claims and their equivalents.
- a choice of an appropriate wireless air interface allows the operator to optimize a game service. It is believed that the use of a CDMA network, relative to other currently known and used technologies, provides a high quality game experience, with low and consistent latency, utilizing limited bandwidth, that is highly efficient, which leads to low cost to the service. Since the wireless airlink bandwidth resource is utilized by a variety of services, it is important to preserve as much capacity (bandwidth) as possible. This maintains the network in an efficient and cost effective manner.
- the actual application software may be resident on the device, as shown in FIG. 2.
- interactive play may only require a relatively bare minimum of information to be transmitted to the other players (via the game server).
- the minimum information that preferably is transmitted between the network 100 and the handheld device 300 may be limited to actions that can take place. These actions may be separated into degrees of freedom (i.e. move up/down, move left/right, fire weapon, for example). When one of these degrees of freedom changes, the server may need to be notified by the resident game. This may be done with a minimum amount of information. Since each degree of freedom may be limited to only two states only one bit may be required, for example. More bits may be used, to provide additional robustness, for example.
- the wireless (CDMA) packet operation allows for a variety of rate sets.
- the interface may also allow for essentially two different frame sizes for each rate set (half rate frames and full rate frames).
- Other frames may not be considered relevant if they are used for null bits during times of no activity, however, they may be used if appropriate, for example. Thus, while persons of ordinary skill may consider them not to be useful, they may be used as part of the present invention, if appropriate.
- the frames may be of sufficient size to carry all the needed information for updates to and from the server.
- Bandwidth usage may be a critical limiting parameter in current wireless communications networks.
- header compression may be used for the IP network and employed by the interactive game service. This can be accomplished using conventional technologies, such as TCP and/or UDP for example.
- the game server 200 may keep track of inputs from each individual player and “broadcast” them to the users. Server 200 may synchronize each users' state. In a preferred embodiment of the present invention, server 200 may transmit substantially only updates based on actual change of state of a degree of freedom. Server 200 may schedule updates such that the minimum amount of latency may be achieved (e.g., send an update every 150 ms regardless of whether or not a state change of a player has been registered).
- the amount of bandwidth that may be dedicated to the interactive application can be determined.
- a CDMA network of the type deployed in Assignee's Cricket® branded service offerings in various markets in the United States may be used. Crickets brand voice service may be based on about 5.2 kbps (13 k ⁇ 40% utilization). It is estimated that the cost of Cricket® voice service may be substantially lower than industry average cost. Using the Cricket® network, therefore, may enable interactive services to be provided at reduced cost.
- Rate Set 1 the maximum transmission rate of 20 bytes of data required to accommodate 20 degrees of freedom would equate to 50 frames/sec. This equates to a data payload of 134 bits. At a half frame rate, 10 bytes of data would also equate to 50 frames/sec, at a data payload of only 67 bits. Some bits (e.g., 26 bits) may be allocated to overhead bits, leaving the balance that is available for data payload (108 and 41 bits, respectively).
- Rate Set 2 Using Rate Set 2 , and transferring data using a full frame rate, a maximum transmission rate of 33 bytes of data at 50 frames/sec. equates to a data payload of 238 bits. At a half frame rate, 17 bytes of data, at 50 frames/sec. equates to a data payload of 119 bits. Some bits (e.g., 26 bits) may again be allocated to overhead bits, leaving the balance available for data payload (212 and 93 bits, respectively). At 3 hours of play per day, under Rate Set 1 : 4.5 full frames per second (9 half rate frames) could be transferred while staying within available bandwidth. Under Rate Set 2 , 2.5 full frames per second (5 half rate frames) could be transferred while staying within bandwidth. Quarter and eighths rate frames, as well as other suitable frame rates could also be employed with the present invention.
- the interactive application may offer a user twenty (20) degrees of freedom, and two (2) states per each degree of freedom.
- This application requires a maximum of 20 bits to update status within the game, even if all of the degrees of freedom change. On average, it is believed that only 8 degrees of freedom will typically change per second. In order to update the status of the play, therefore, the update will require each player to supply information about each degree of freedom plus address bits. For example, for an 8 player game, about up to about 170 bits would be required to update the status of play, provided all degrees of freedom change, for all players. Updates preferably would be provided at half the rate of the round trip delay, or 6 per second. Assuming 8 degrees of change per player, per second, to update 6 times per second requires only 15 bits per update, which easily fits into the half rate frame of Rate Set 1 , as described above.
- substantially only change of state information needs be transmitted between the handheld device 300 and the network 100 .
- the interactive game application software may be resident on the hand-held device, and not on the network 100 or server 200 .
- Game downloads may occur during low utilization periods, such as at night for example. The user could request a download and it would be ready the next morning, for example, having occurred during the hours when network traffic is lightest and more bandwidth is available for low priority uses.
- the method and system of the present invention may allow 6 updates from server per second to players. This enables the system to conserve bandwidth while also limiting latency. Using half rate frames also minimizes air link utilization, conserving bandwidth. This leaves 3 half rate frames per second for each player to upload their change of state.
- the system and method may use maximum available header compression to eliminate as many bits as possible.
- Various algorithms may be provided as part of the game software 400 that is downloaded, and resident on the device, and in the game server.
- game server 200 may track players simultaneously, but updates per the schedule (6 times per second). This can be adjusted downward for other types of games requiring less movement and action, for example.
- FIG. 3 illustrates the process of providing a system for providing one or more wireless interactive applications to one or more users according to an aspect of the present invention.
- the service price and margin requirements may be determined in order to calculate a maximum cost of service.
- the amount of data that can be transmitted may be calculated based upon a determination of the cost of delivering a unit of data.
- the average “data rate” of play may be determined based upon the average time of game play.
- the system according to the present invention may further determines a maximum degrees of freedom required based on the specific game being played. This enables a calculation of an optimal frame size.
- the maximum latency requirement may be determined. For fast-paced games, less latency may be tolerated. Conversely, for slow-paced games, more latency may be tolerated. This determination enables a calculation of the allowable frames per second delivered to and from the server 200 .
- FIGS. 4 through 8 illustrate flowcharts depicting various steps involved in the method according to several aspects of the present invention.
- FIG. 5 illustrates a flowchart depicting the steps of a user selecting to play a game.
- FIG. 6 illustrates a flowchart depicting the steps of a user selecting to post scores.
- FIG. 7 illustrates a flowchart depicting the steps of a user selecting to communicate with a group of users according to one embodiment of the present invention.
- FIG. 8 illustrates a flowchart depicting the steps of a user receiving an invitation to play a game according to one embodiment of the present invention.
- the system and method of the present invention may be filly compatible and usable in conjunction with PC based games, as well as Internet applications, and TV-based games.
- service employing the system and method of the present invention may be offered as a flat rate offering in conjunction with services such as Assignee's Cricket SM wireless communications service. Such services may be offered on a prepaid billing service for game purchase.
- scores may be posted through the wireless network in a number of locations.
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WO2002043404A2 (fr) | 2002-05-30 |
US8819740B2 (en) | 2014-08-26 |
WO2002043404A3 (fr) | 2002-08-29 |
US20150141142A1 (en) | 2015-05-21 |
US10245508B2 (en) | 2019-04-02 |
US20070180477A1 (en) | 2007-08-02 |
AU2002226956A1 (en) | 2002-06-03 |
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