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    • 2. 发明公开
    • ONLINE GAME PROVIDING SYSTEM THROUGH STORAGE MEDIA AND METHOD THEREOF
    • 系统ZUR BEREITSTELLUNG VON在线 - SPIELENÜBERSPEICHERMEDIEN UND VERFAHRENDAFÜR
    • EP2447906A4
    • 2014-04-16
    • EP09840953
    • 2009-08-13
    • NEXON CORP
    • KIM DONG-GUN
    • G06Q50/00A63F13/30A63F13/40
    • A63F13/77A63F13/35A63F13/73A63F2300/209A63F2300/407A63F2300/532A63F2300/552A63F2300/5586
    • The present invention relates to an online game providing system through storage media and a method thereof. According to the present invention, when online games are contained in storage media which are distributed offline, video and image files, sound files, game program execution files, the latest patch execution files, and account authorization processing execution files for executing games are stored in the storage media. The latest patch execution files are programmed to be executed with the game program execution files by downloading the latest patch files from a database (DB) server of a game service provider. Furthermore, the account authorization processing execution files are programmed to execute games regardless of the account policy of a PC in which the games are to be executed. The invention further comprises a DB server of the game service provider which provides patch files of the games, and a client PC which executes the games by loading the execution files stored in the storage media. According to the present invention, the online games are executed without special installation procedures, and the latest patch files provided by the game provider can be autonomously inspected and updated and applied to the games, and furthermore, the games can be executed irrespective of the account authorization even though there is no account authorization in the PC, thereby providing convenience for the user.
    • 本发明涉及通过存储介质的在线游戏提供系统及其方法。 根据本发明,当在离线分发的存储介质中包含在线游戏时,存储用于执行游戏的视频和图像文件,声音文件,游戏程序执行文件,最新补丁执行文件和帐户授权处理执行文件 存储介质。 通过从游戏服务提供商的数据库(DB)服务器下载最新的补丁文件,最新的补丁执行文件被编程为与游戏程序执行文件一起执行。 此外,无论执行游戏的PC的帐户策略如何,都会对帐户授权处理执行文件进行编程,执行游戏。 本发明还包括提供游戏的补丁文件的游戏服务提供者的DB服务器,以及通过加载存储在存储介质中的执行文件来执行游戏的客户PC。 根据本发明,在没有专门的安装程序的情况下执行在线游戏,由游戏者提供的最新的补丁文件可以被自动检查和更新并应用到游戏中,而且不管帐户如何 即使在PC中没有帐户授权,从而为用户提供便利。
    • 3. 发明公开
    • METHOD AND APPARATUS TO PLAY CARDS
    • 方法和设备打牌
    • EP2651524A2
    • 2013-10-23
    • EP11807767.6
    • 2011-12-13
    • Di Bella, Antonio
    • Di Bella, Antonio
    • A63F13/12G07F17/32
    • A63F13/80A63F2300/534A63F2300/5533A63F2300/5586G07F17/32G07F17/3225G07F17/326G07F17/3272G07F17/3293
    • The present invention relates to a method for controlling a network (100) of equipment (10a, 10b, 11) for the game of cards. The network includes a server for controlling the game ( 10b, 11) and at least one piece of playing equipment (10a), the server and the piece of playing equipment being able to communicate data between them, each piece of playing equipment (10a) including display means (20). The method comprises the steps of: identifying a portion (R) of the totality (T) of the playing cards which is able to be displayed on the display means (20), the portion (R) of cards displayed being the same in all the pieces of playing equipment (10a); determining the number of cards assigned (Q) to each player using a piece of playing equipment (10a) in order to play a hand at the game of cards; generating at the side of the server (10b, 11) a vector vetcar having a dimension which is equal to or greater than the total number of cards (T), there being associated with each element vetcar(i) of the vector a card of the totality of cards (T); generating a plurality of elements in a number equal to the portion (R) of cards and subdividing the plurality of elements into a plurality of m subgroups sottogrup, each of those elements in each subgroup being unambiguously identified by at least one alphanumeric character; displaying on the display means (20) in each piece of playing equipment the elements subdivided into the subgroups; selecting in the piece of playing equipment (10a) in a first selection an element from the n forming a subgroup of the plurality and sending to the server (10b) a piece of data representing the alphanumeric character identifying the element or alternatively generating in the server (10b, 11) an alphanumeric character which unambiguously determines an element in one of the subgroups and sending a piece of data representing the alphanumeric character to the piece of playing equipment so as to select an element from a subgroup of the plurality; sending the vector vetcar from the server (10b) to all the pieces of playing equipment (10a) present in the network (100); associating with each element of the subgroups a card of the vector vetcar, the same card is associated with the same element identified by the same alphanumeric character in each piece of playing equipment (10a); the element selected in the first selection being associated with a card which forms part of the cards (Q) in the possession of the player in a hand of the game.
    • 4. 发明公开
    • Non-transitory computer-readable record medium, game system and information processing device
    • Nicht transitorisches computerlesbares Aufzeichnungsmedium,Spielesystem und Informationsverarbeitungsvorrichtung
    • EP2644236A2
    • 2013-10-02
    • EP13160471.2
    • 2013-03-21
    • DeNA Co., Ltd.
    • Nonaka, ShinichiroYoshimi, Kazuhiro
    • A63F13/00A63F13/12
    • A63F13/69A63F13/00A63F13/12A63F13/30A63F13/71A63F13/95A63F2300/552A63F2300/5586
    • An object of the present invention is to relieve time and effort required for manipulated input. The game program according to the present invention causes a computer to perform, an offering process to offer the game content to the user; a recording process to record an offered game content offered in the offering process, as an owned game content owned by the user; a reception process to receive a prearranged registration of a specified game content specified by an input from a user; a judgment process, when an offer game content is offered to a user in the offering process after the reception process, to compare the offered game content to the specified game content prearranged for registration, to judge whether or not the offered game content is to be made an owned game content of the user; and an update process to update a record of the owned game content owned by the user based on a judgment result in the judgment process.
    • 本发明的目的是减轻操纵输入所需的时间和精力。 根据本发明的游戏程序使计算机执行向用户提供游戏内容的提供处理; 记录在提供处理中提供的提供的游戏内容的记录过程,作为用户拥有的拥有的游戏内容; 接收处理,用于接收由用户的输入指定的指定游戏内容的预先注册; 判断处理,当在接收处理之后在提供处理中向用户提供优惠游戏内容时,将所提供的游戏内容与预先注册的指定游戏内容进行比较,以判断所提供的游戏内容是否为 制作了用户拥有的游戏内容; 以及更新处理,用于基于判断处理中的判断结果来更新用户拥有的所属游戏内容的记录。
    • 5. 发明公开
    • FAULT-TOLERANT METHOD FOR ONLINE GAME INTERACTION LOGIC AND FAULT-TOLERANT SYSTEM AND CLIENT FOR ONLINE GAMES
    • 对于在线游戏的在线游戏互动和逻辑容错系统和客户端的容错方法
    • EP2615758A1
    • 2013-07-17
    • EP11837593.0
    • 2011-11-04
    • Tencent Technology (Shenzhen) Company Limited
    • LI, Wei
    • H04L1/00
    • A63F13/35A63F13/12A63F13/60A63F2300/535A63F2300/552A63F2300/5586H04L1/24H04L67/08
    • The disclosure relates to the field of computer, and provides a method for interactive logic fault tolerance in an online game and a system for fault tolerance in an online game. The method includes the following steps: a client determines whether there is fault in the game data; the client sends a game data synchronization request to a game sever when it is determined that there is fault in the game data; the game server returns a game data synchronization response to the client, and the game data synchronization response comprises correct game data corresponding to the false game data; and the client updates game data of a game player according to the game data synchronization response. In embodiments of the disclosure, the client sends the game data synchronization request to the game sever when it is determined that there is fault in the game data, the game server returns the game data synchronization response to the client, and the client updates the game data of the game player according to the game data synchronization response returned by the game server, so that the client can also play a game by synchronizing the game data with the game server when there is fault in the game data.
    • 本发明涉及计算机领域,并提供在线在网络游戏交互逻辑容错性和在游戏容错系统的方法。 该方法包括以下步骤:客户端bestimmt是否有在游戏数据故障; 客户端发送游戏数据同步请求发送到游戏服务器当它是确定性的开采thatthere是在游戏数据故障; 游戏服务器返回一个游戏数据同步响应给客户端,并且所述游戏数据同步响应包括正确GAMEDATA对应于假游戏数据; 和客户端更新GAMEDATA游戏玩家gemäß的游戏数据同步响应。 在本公开的实施例中,客户端发送的游戏数据同步请求发送到游戏服务器当它是确定性的开采thatthere是在游戏数据故障,则游戏服务器返回游戏数据同步响应给客户端,而客户端更新游戏 玩家gemäß由游戏服务器返回的游戏数据同步响应的数据,所以没有因此客户可以通过与游戏服务器同步的游戏数据玩游戏时有故障的游戏数据。
    • 6. 发明公开
    • Data access management method and data access management system
    • Datenzugriffsverwaltungsverfahren und Datenzugriffsverwaltungssystem
    • EP2497553A1
    • 2012-09-12
    • EP12001361.0
    • 2012-02-29
    • Sony Computer Entertainment Inc.
    • Sakai, MasaharuIwaya, Akiko
    • A63F13/12
    • A63F13/75A63F13/12A63F13/77A63F2300/554A63F2300/5546A63F2300/5586A63F2300/5593
    • A processor is allowed to receive a request for downloading save data of a game, to check, in reference to a list containing an identifier that uniquely identifies the save data, an attribute indicating whether download of the save data is restricted, and a next downloadable time in association with one another, whether the save data has the attribute that indicates the download is restricted, to check, when the save data has the attribute that indicates the download is restricted, whether the request for downloading the save data was received at or after the time at which the save data becomes downloadable again in reference to the list, and to reject the request for downloading the save data and notify a user the next downloadable time when the request for downloading the save data was received before the time at which the save data becomes downloadable again.
    • 允许处理器接收下载游戏保存数据的请求,以参考包含唯一地标识保存数据的标识符的列表来检查指示是否限制保存数据的下载的属性,以及下一个可下载的 相关联的时间,保存数据是否具有指示下载的属性被限制,以检查当保存数据具有指示下载的属性受到限制时,是否在或接收到下载保存数据的请求 在保存数据参照列表再次下载的时间之后,并且拒绝下载保存数据的请求,并且在下载保存数据的请求的时间之前通知用户下一个可下载的时间 保存数据可以再次下载。