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    • 4. 发明授权
    • Load balancing for game
    • 游戏负载均衡
    • US09233304B2
    • 2016-01-12
    • US13426868
    • 2012-03-22
    • Shuichi KurabayashiNaofumi YoshidaKosuke Takano
    • Shuichi KurabayashiNaofumi YoshidaKosuke Takano
    • A63F13/00A63F13/30A63F13/33A63F13/35
    • A63F13/358A63F13/12A63F13/33A63F13/35A63F2300/534A63F2300/535
    • Technologies are generally described for load balancing for a game in a cloud computing environment hosting a game service. In some examples, a method may include analyzing a status of a player character located in a virtual space, the virtual space being configured to have a plurality of areas and the player character being located in a first area among the plurality of areas, calculating a probability of movement of the player character from the first area to a second area among the plurality of areas based at least in part on the analyzed status, and calculating an amount of cached data to copy from a second cache server corresponding to the second area to a first cache server corresponding to the first area based at least in part on the calculated probability.
    • 技术通常被描述为负责平衡游戏在承载游戏服务的云计算环境中。 在一些示例中,方法可以包括分析位于虚拟空间中的玩家角色的状态,虚拟空间被配置为具有多个区域,并且玩家角色位于多个区域中的第一区域中,计算一个 至少部分地基于所分析的状态,将所述玩家角色从所述第一区域移动到所述多个区域中的第二区域的概率,以及计算从对应于所述第二区域的第二高速缓存服务器复制的高速缓存数据量到 至少部分地基于所计算的概率,对应于所述第一区域的第一缓存服务器。