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    • 11. 发明授权
    • Game network construction method and game network system
    • 游戏网络建设方法和游戏网络系统
    • US08079908B2
    • 2011-12-20
    • US12078610
    • 2008-04-02
    • Hiroki SotoikeTetsuya NakataYusuke ShiraiwaYukihiko Itoh
    • Hiroki SotoikeTetsuya NakataYusuke ShiraiwaYukihiko Itoh
    • A63F9/24G06F15/16
    • A63F13/34A63F13/12A63F13/48A63F2300/408
    • After a star peer-to-peer network is constructed, a network game is started. While the network game is executed, a mesh peer-to-peer network is gradually constructed by establishing connections between client terminals which have been connected to the star peer-to-peer network. After the network game is started, while the mesh peer-to-peer network is constructed, client terminals which have established connections therebetween transmit and receive game data to and from each other without passing via a host terminal, and client terminals which have not established connections therebetween yet transmit and receive game data to and from each other via the host terminal. Thus, a game network system can be realized, in which a time during which players wait for the network game to start is short and in which processing burdens are not concentrated on a specific user terminal.
    • 建立一个星级对等网络后,开始网络游戏。 在执行网络游戏的同时,通过建立连接到星形对等网络的客户终端之间的连接来逐渐构建网状对等网络。 在开始网络游戏之后,在构建网状对等网络的同时建立连接的客户终端通过主机终端和没有建立的客户端终端彼此之间发送和接收游戏数据 连接之间通过主机终端发送和接收游戏数据。 因此,可以实现游戏网络系统,其中等待网络游戏开始的玩家的时间短,并且处理负担不集中在特定的用户终端。
    • 20. 发明申请
    • Data management apparatus and data distribution system
    • 数据管理装置和数据分发系统
    • US20090093313A1
    • 2009-04-09
    • US12000262
    • 2007-12-11
    • Kosuke YabukiKatsuhito NishimuraTokihiko ToyodaTetsuya NakataYusuke ShiraiwaShigetoshi KitayamaJun Ito
    • Kosuke YabukiKatsuhito NishimuraTokihiko ToyodaTetsuya NakataYusuke ShiraiwaShigetoshi KitayamaJun Ito
    • A63F9/24
    • A63F13/77A63F13/12A63F13/497A63F13/803A63F2300/552A63F2300/554A63F2300/634A63F2300/8017
    • Ghost data used for reproducing a game process having been executed in accordance with operations performed by users are transmitted, as necessary, from a plurality of game apparatuses to a data management apparatus. The data management apparatus stores the ghost data received from the plurality of game apparatuses, in accordance with a definition of a database in which a plurality of score sections are defined based on a value represented by score data, and a maximum registration allowable number of users for which the ghost data are registered is defined for each of the plurality of score sections, or is defined so as to be the same among the plurality of score sections. The data management apparatus transmits, when a ghost data distribution request is received from a one of the plurality of game apparatuses, the ghost data for at least one user for which the ghost data is registered so as to be associated with one of the plurality of score sections, the one of the plurality of scores sections being associated with the score data included in the ghost data distribution request, to the one of the plurality of game apparatuses. Thus, it is possible to limit the total capacity for storing the ghost data in a server to a predetermined range of capacity, and allow each player to obtain the ghost data in accordance with a skill of the player.
    • 根据需要,从多个游戏装置向数据管理装置发送用于再现根据用户执行的操作而执行的游戏处理的Ghost数据。 数据管理装置根据数据库的定义存储从多个游戏装置接收到的重影数据,其中根据由分数数据表示的值来定义多个评分部分,并且最大可登记允许的用户数量 对于多个评分部分中的每个分数部分来定义对其进行登记的重影数据,或者被定义为在多个评分部分中相同。 当从多个游戏装置中的一个游戏装置接收到重影数据分发请求时,数据管理装置发送重放数据被登记的至少一个用户的重影数据,以便与多个 所述多个分数部分中的一个与所述重影数据分发请求中包括的分数数据相关联的所述多个分数部分中的所述多个游戏装置中的一个。 因此,可以将在服务器中存储重影数据的总容量限制在预定的容量范围内,并且允许每个玩家根据玩家的技能获得重影数据。