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    • 1. 发明申请
    • SPECULATIVE RENDERING USING HISTORICAL PLAYER DATA
    • 使用历史播放器数据进行分析渲染
    • WO2013070228A3
    • 2014-04-10
    • PCT/US2011060164
    • 2011-11-10
    • EMPIRE TECHNOLOGY DEV LLCKRUGLICK EZEKIEL
    • KRUGLICK EZEKIEL
    • G06E1/00
    • A63F13/358A63F13/12A63F13/355A63F13/50A63F13/67A63F2300/534A63F2300/538A63F2300/5533
    • Technologies are presented for reducing lag time via speculative graphics rendering in cloud based gaming. In some examples, historical data about statistically relevant large populations of players is provided. The historical data may include state transitions through various game locations or situations. In some of the game locations there may be a correlation between a probability of a particular upcoming scene and a player state. Example game locations or situations may include areas that players tend to cross in one or more straight lines, corners that players may round in a particular fashion, spots where certain player motions are commonly engaged in, such as looking up, and the like. The historical data may be tested against a certain predictive strength and rendered predicted game states may be prepared ahead of player need.
    • 提出了通过基于云计算游戏的投机图形渲染来减少滞后时间的技术。 在一些例子中,提供了关于统计学上相关的大量玩家的历史数据。 历史数据可以包括通过各种游戏位置或情况的状态转换。 在一些游戏位置中,特定即将到来的场景和玩家状态的概率之间可能存在相关性。 示例游戏位置或情况可以包括玩家倾向于以一个或多个直线交叉的区域,玩家可以以特定方式圆角的角落,某些玩家动作通常参与的点,例如查找等。 历史数据可以针对某种预测力量进行测试,并且可以在玩家需要之前准备预测的游戏状态。
    • 4. 发明申请
    • MANAGEMENT OF CHIP MULTIPROCESSOR COOPERATIVE CACHING BASED ON EVICTION RATE
    • 基于收益率的芯片多处理器协同高速缓存管理
    • WO2014018025A3
    • 2014-01-30
    • PCT/US2012/048026
    • 2012-07-25
    • EMPIRE TECHNOLOGY DEVELOPMENT LLCKRUGLICK, Ezekiel
    • KRUGLICK, Ezekiel
    • G06F12/08
    • Techniques described herein generally include methods and systems related to cooperatively caching data in a chip multiprocessor. Cooperatively caching of data in the chip multiprocessor is managed based on an eviction rate of data blocks from private caches associated with each individual processor core in the chip multiprocessor. The eviction rate of data blocks from each private cache in the cooperative caching system is monitored and used to determine an aggregate eviction rate for all private caches. When the aggregate eviction rate exceeds a predetermined value, for example the threshold beyond which network flooding can occur, the cooperative caching system for the chip multiprocessor is disabled, thereby avoiding network flooding of the chip multiprocessor.
    • 这里描述的技术通常包括与在芯片多处理器中协作地高速缓存数据有关的方法和系统。 基于芯片多处理器中与每个单独处理器核心相关联的专用高速缓存的数据块的逐出速率来管理芯片多处理器中的数据的协作高速缓存。 监控协作缓存系统中每个私有缓存的数据块的逐出率并用于确定所有私有缓存的总体逐出率。 当集合驱逐速率超过预定值(例如超出该阈值的网络泛滥可能发生的阈值)时,禁用芯片多处理器的协作高速缓存系统,从而避免芯片多处理器的网络泛滥。
    • 7. 发明申请
    • MIGRATION IN PLACE
    • 移动地点
    • WO2013158098A1
    • 2013-10-24
    • PCT/US2012/034178
    • 2012-04-19
    • EMPIRE TECHNOLOGY DEVELOPMENT LLCKRUGLICK, Ezekiel J.J.
    • KRUGLICK, Ezekiel J.J.
    • G06F15/16
    • G06F17/30079G06F3/0647G06F9/5072G06F17/303H04L67/34
    • Technologies related to migration in place are generally described. In some examples, software and/or data associated with a platform customer can be "migrated" to a new platform while allowing the platform customer's software and/or data to remain on same hardware. A data center and/or Infrastructure as a Service (IaaS) provider may be configured to support migration in place for example by providing hardware identifiers upon request, providing platform identifiers upon request, providing platform compatibility information upon request and/or approving platforms for migration in place operations, deploying platform modules to migration in place hardware, providing user session support during migration in place operations, and/or performing security operations.
    • 通常描述与移动有关的技术。 在一些示例中,与平台客户相关联的软件和/或数据可以被“迁移”到新平台,同时允许平台客户的软件和/或数据保持在相同的硬件上。 数据中心和/或基础架构即服务(IaaS)提供商可以被配置为支持移植,例如通过根据请求提供硬件标识符,根据请求提供平台标识符,根据请求提供平台兼容性信息和/或批准迁移平台 到位操作,将平台模块部署到现场硬件迁移,在迁移到位操作期间提供用户会话支持,和/或执行安全操作。
    • 8. 发明申请
    • DETERMINING USER KEY-VALUE STORAGE NEEDS FROM EXAMPLE QUERIES
    • 从示例查询中确定用户主要价值存储需求
    • WO2013147821A1
    • 2013-10-03
    • PCT/US2012/031317
    • 2012-03-29
    • EMPIRE TECHNOLOGY DEVELOPMENT, LLCKRUGLICK, Ezekiel
    • KRUGLICK, Ezekiel
    • G06F17/30G06F15/173G06F7/00
    • G06F17/30079G06F17/30091G06F17/30106G06F17/30306G06N99/005
    • Technologies are generally provided for conveying tree and index needs of a database by collecting and forwarding a statistically representative set of data requests so that a new data center can use its existing auto-learning and adjustment techniques to create local indices before receiving its first real or live requests. In some examples, requests at an origin datacenter may be collected to provide a small population of queries that are representative of a larger population of queries. Filters and/or anonymizers may be employed to adhere to data sharing rules and restrictions while still allowing a new datacenter to build indices and test performance. Thus, the new datacenter may be trained asynchronously from another site and without actual data changing hands. Training and testing of destination database services may be completed before committing to customer migration.
    • 通常通过收集和转发统计上具有代表性的一组数据请求来传送数据库的树和索引需求的技术,使得新的数据中心可以使用其现有的自动学习和调整技术在接收其第一个实际或 活动请求 在一些示例中,可以收集原始数据中心的请求以提供代表较大群查询的小量查询。 可以使用过滤器和/或匿名器来遵守数据共享规则和限制,同时仍允许新的数据中心构建索引和测试性能。 因此,可以从另一个站点异步地训练新的数据中心,而不需要实际的数据更换手。 目的地数据库服务的培训和测试可能在承诺客户迁移之前完成。
    • 9. 发明申请
    • ENABLING LOCATION-BASED APPLICATIONS TO WORK WITH IMAGINARY LOCATIONS
    • 启用基于位置的应用程序与图像位置一起工作
    • WO2013147815A1
    • 2013-10-03
    • PCT/US2012/031304
    • 2012-03-29
    • EMPIRE TECHNOLOGY DEVELOPMENT, LLCKRUGLICK, Ezekiel
    • KRUGLICK, Ezekiel
    • G08G1/123
    • A63F13/65A63F13/5378H04L67/38
    • Technologies for game providers to place their game worlds into existing map databases and communicate the relevant locations to location-based applications are generally described. In some examples, this may be achieved by generating maps that use non-physical locations that are still within standard location data formats at a game service provider and providing the maps and/or map data to map server providers showing game worlds mapped to those coordinates. Alternatively, the game service provider may provide the map data to the map service provider and the map may be generated at the map service provider. The imaginary location maps may be identified by extreme or non-physical altitudes, for example. Game clients may be enabled to publish the location of their game persona on an imaginary map and/or their real persona on a real map and receive location-based services for either or both personas.
    • 通常描述了游戏提供商将其游戏世界放置到现有地图数据库中并将相关位置传送到基于位置的应用的技术。 在一些示例中,这可以通过生成使用在游戏服务提供商处于标准位置数据格式的非物理位置的映射来实现,并且将映射和/或映射数据提供给映射服务器提供商,其显示映射到那些坐标的游戏世界 。 或者,游戏服务提供商可以将地图数据提供给地图服务提供商,并且可以在地图服务提供商处生成地图。 例如,虚拟位置图可以由极端或非物理高度识别。 游戏客户端可能能够在真实地图上的假想地图和/或其真实人物角色上发布他们的游戏角色的位置,并且为任一个角色或两个人物角色接收基于位置的服务。