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    • 7. 发明授权
    • Method and apparatus for load sharing on a wide area network
    • US06314465B1
    • 2001-11-06
    • US09266339
    • 1999-03-11
    • Sanjoy PaulSampath Rangarajan
    • Sanjoy PaulSampath Rangarajan
    • G06F1300
    • H04L67/1008H04L67/1002H04L67/101H04L67/1012H04L67/1034
    • Client's (106-1-106-N, 107-1-107-M) on local area networks (102, 103) making requests to hot sites, which are connected on a wide area network (100) such as the Internet, are redirected through one of a possible plurality of different redirectors (101, 103) to one of a possible plurality of caching servers (S1, S2, S3), which each have responsibility for mapping one or more of the hot sites. Each request is probabilistically directed by one of the redirectors to one of the caching servers that map the requested hot site in accordance with weights that are determined for that redirector-hot site pair so as to minimize the average delay that all client requests across the network will encounter in making requests to all the cached hot sites. In order to determine the weights with which each redirector will redirect requests to the hot sites to the caching servers, statistics of access rates to each hot site are dynamically determined by each redirector in the network from the traffic flow and reported to a central management station (CMS) (115). Network delay is similarly measured by each redirector and reported to the CMS, and server delay is computed using a queuing model of each server. Using these parameters as inputs, a non-linear programming optimization problem is solved as a network flow problem in order to determine the weights for each redirector that will minimize the average delay. As the access rate statistics, as well as the network delay and server delay, dynamically change, the CMS, using the network flow algorithm, recalculates the weights and forwards them back to each redirector. In other embodiments, the redirector-logical item pair for which the redirector probabilistically directs client requests may be other than a hot site identity. For example, the logical items can be groups of clients or groups of documents, and the servers to which requests are forwarded can be web servers or caching servers.
    • 8. 发明授权
    • Apparatus and method for fair message exchanges in distributed multi-player games
    • 分布式多玩家游戏中公平消息交换的装置和方法
    • US07801957B2
    • 2010-09-21
    • US12478130
    • 2009-06-04
    • Katherine H GuoSarit MukherjeeSanjoy PaulSampath Rangarajan
    • Katherine H GuoSarit MukherjeeSanjoy PaulSampath Rangarajan
    • G06F15/16
    • A63F13/358A63F13/12A63F2300/534G07F17/32G07F17/3269H04L29/08H04L67/10H04L67/12H04L67/322H04L67/325H04L69/329
    • The Fair-Order Service of the present invention delivers action messages to the server as soon as it is feasible. Because action messages from different players exhibit different reaction times with respect to an update message, the Fair-Ordering Service executed at the server dynamically enforces a sufficient waiting period on each action message to guarantee the fair processing of all action messages. In reality, the waiting period at the server is bounded because of the real-time nature of interactive games. The algorithms that offer Fair Ordering Service take into consideration delayed and out-of-order action messages. When action messages corresponding to multiple update messages are interleaved, the Fair-Ordering Service matches the action message to the appropriate update message. It accomplishes this by maintaining a window of update messages and using the reaction times for an action message for each of the update messages in the window. This enables state changes at the game server to be performed with fairness to all the players. The Fair-Order Service invention is based on a framework that uses a proxy architecture making it transparent to any specific game application. The service is well suited to client-server based, online multi-player games, where a fair order of player actions is critical to the game outcome.
    • 本发明的公平订购服务在可行时尽快向服务器发送动作消息。 由于来自不同玩家的动作消息对于更新消息表现出不同的反应时间,所以在服务器处执行的公正排序服务动态地对每个动作消息执行足够的等待时间,以保证所有动作消息的公平处理。 实际上,由于互动游戏的实时性,服务器的等待时间是有限的。 提供公平订购服务的算法考虑到延迟和无序操作消息。 当与多个更新消息相对应的动作消息被交织时,Fair-Ordering Service将动作消息与适当的更新消息相匹配。 它通过维护更新消息窗口并使用窗口中的每个更新消息的动作消息的反应时间来实现。 这使得游戏服务器上的状态改变能够对所有玩家公平地执行。 公平订单服务发明基于使用代理架构使其对任何特定游戏应用程序透明化的框架。 该服务非常适合基于客户端服务器的在线多玩家游戏,其中玩家动作的公平顺序对于游戏结果至关重要。
    • 9. 发明授权
    • Method and apparatus for providing adaptive VPN to enable different security levels in virtual private networks (VPNs)
    • 用于提供自适应VPN以在虚拟专用网(VPN)中实现不同安全级别的方法和装置,
    • US07478427B2
    • 2009-01-13
    • US10429815
    • 2003-05-05
    • Sarit MukherjeeSanjoy PaulSampath RangarajanAnil Takkallapalli
    • Sarit MukherjeeSanjoy PaulSampath RangarajanAnil Takkallapalli
    • G06F21/00G06F15/16H04L9/00
    • H04L63/0272H04L12/4633H04L63/164
    • A method and apparatus for providing at least two virtual private network VPN tunnels from a client device in a VPN network having an enterprise gateway and a network VPN gateway. The method and apparatus includes a client device having an Internet Key Exchange (IKE) module for establishing the at least two tunnels using an IKE protocol wherein a first tunnel is an end-to-end VPN tunnel to the enterprise gateway, and a second tunnel is a network-based tunnel to the network VPN gateway. An IPsec Network Driver Interface interfaces with the IKE module, which includes a security authentication database (SADB) that stores downloaded enterprise security policies respectively for each of the at least two tunnels. A routing table stores IP addresses of local presences and hosts respectively associated with the at least two tunnels, whereby packets are routed over the at least two tunnels based on the downloaded policies.
    • 一种用于在具有企业网关和网络VPN网关的VPN网络中从客户端设备提供至少两个虚拟专用网络VPN隧道的方法和装置。 该方法和装置包括具有互联网密钥交换(IKE)模块的客户端设备,用于使用IKE协议建立至少两个隧道,其中第一隧道是到企业网关的端到端VPN隧道,以及第二隧道 是到网络VPN网关的基于网络的隧道。 IPsec网络驱动程序接口与IKE模块接口,该IKE模块包括一个安全认证数据库(SADB),它分别为至少两个隧道中的每个隧道存储下载的企业安全策略。 路由表存储分别与至少两个隧道相关联的本地存在和主机的IP地址,由此基于所下载的策略,通过至少两个隧道路由分组。
    • 10. 发明申请
    • Apparatus and method for fair message exchanges in distributed multi-player games
    • 分布式多玩家游戏中公平消息交换的装置和方法
    • US20050192098A1
    • 2005-09-01
    • US10789585
    • 2004-02-27
    • Katherine GuoSarit MukherjeeSanjoy PaulSampath Rangarajan
    • Katherine GuoSarit MukherjeeSanjoy PaulSampath Rangarajan
    • G06F15/16G07F17/32H04L29/08
    • A63F13/358A63F13/12A63F2300/534G07F17/32G07F17/3269H04L29/08H04L67/10H04L67/12H04L67/322H04L67/325H04L69/329
    • The Fair-Order Service of the present invention delivers action messages to the server as soon as it is feasible. Because action messages from different players exhibit different reaction times with respect to an update message, the Fair-Ordering Service executed at the server dynamically enforces a sufficient waiting period on each action message to guarantee the fair processing of all action messages. In reality, the waiting period at the server is bounded because of the real-time nature of interactive games. The algorithms that offer Fair Ordering Service take into consideration delayed and out-of-order action messages. When action messages corresponding to multiple update messages are interleaved, the Fair-Ordering Service matches the action message to the appropriate update message. It accomplishes this by maintaining a window of update messages and using the reaction times for an action message for each of the update messages in the window. This enables state changes at the game server to be performed with fairness to all the players. The Fair-Order Service invention is based on a framework that uses a proxy architecture making it transparent to any specific game application. The service is well suited to client-server based, online multi-player games, where a fair order of player actions is critical to the game outcome.
    • 本发明的公平订购服务在可行时尽快向服务器发送动作消息。 由于来自不同玩家的动作消息对于更新消息表现出不同的反应时间,所以在服务器处执行的公正排序服务动态地对每个动作消息执行足够的等待时间,以保证所有动作消息的公平处理。 实际上,由于互动游戏的实时性,服务器的等待时间是有限的。 提供公平订购服务的算法考虑到延迟和无序操作消息。 当与多个更新消息相对应的动作消息被交织时,Fair-Ordering Service将动作消息与适当的更新消息相匹配。 它通过维护更新消息窗口并使用窗口中的每个更新消息的动作消息的反应时间来实现。 这使得游戏服务器上的状态改变能够对所有玩家公平地执行。 公平订单服务发明基于使用代理架构使其对任何特定游戏应用程序透明化的框架。 该服务非常适合基于客户端服务器的在线多玩家游戏,其中玩家动作的公平顺序对于游戏结果至关重要。