# US 10,369,461 B2 · Cloud gaming system and method of initiating a gaming session

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- Number: US 10,369,461 B2
- Document ID: US10369461B2
- Status: Granted
- Kind: B2
- Application number: 14/163,178
- Filed: 2014-01-24
- Published: 2015-07-30
- Granted: 2019-08-06
- Earliest claimed: 2014-01-24
- Assignees: NVIDIA Corporation
- Applicants: Nvidia Corporation
- Inventors: Bojan Vukojevic; Darrin D'Mello
- Web page: https://patentgrep.com/patent/US10369461B2

## CPC

- A63F 13/335: using Internet
- A63F 13/358: Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
- H04L 67/141: Setup of application sessions (admission control or resource allocation in data switching networks H04L47/70)
- H04L 67/56: Provisioning of proxy services (store-and-forward switching systems in data switching networks H04L12/54)
- A63F 13/33: using wide area network [WAN] connections
- A63F 2003/088: {played via Internet}
- A63F 2300/407: Data transfer via internet
- H04L 67/02: based on web technology, e.g. hypertext transfer protocol [HTTP]
- H04L 67/535: {Tracking the activity of the user (network monitoring arrangements H04L43/00; recording of computer activity G06F11/34)}
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- H04L: TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION (arrangements common to telegraphic and telephonic communication H04M)

## Abstract

A gaming cloud gaming system and a method of initiating a gaming session. One embodiment of the gaming cloud gaming system includes a computing system having: (1) an entry point operable to receive a game session request and generate instructions for establishing a connection between a client and a game server, and (2) a dynamically configurable reverse proxy operable to proxy for the game server and configured to employ the instructions to create a route to a randomly selected port on the game server through which the connection is makeable.

## Claims

### Claim 1

A cloud gaming system, comprising:
a plurality of game servers configured to host gaming sessions for a plurality of clients, wherein:
said gaming sessions respectively employ at least one network connection with a game server of said plurality; and
said plurality of game servers execute an appropriate game application for
said gaming sessions, render graphics for said game application, and stream said rendered graphics to said clients in real time over said at least one network connection, wherein said plurality of game servers do not act as any of said plurality of clients;
a plurality of reverse proxy nodes dynamically configurable to proxy for said plurality of game servers and having respective Internet protocol (IP) addresses; and
a provision manager operable to:
receive a request for a gaming session from a client of said plurality of clients, assign a reverse proxy node of said plurality of reverse proxy nodes to said gaming session and cause said reverse proxy node to randomly select respective ports for said at least one network connection, and
communicate the respective IP address of said reverse proxy node and said respective ports to said client and said respective ports to said game server.

### Claim 2 (depends on 1)

The cloud gaming system as recited in claim 1 wherein said reverse proxy node is configured to close said at least one network connection between said game server and said client upon termination of said gaming session.

### Claim 3 (depends on 1)

The cloud gaming system as recited in claim 1 wherein said plurality of reverse proxy nodes are configured to employ a binary-tree network address translation (NAT) scheme to route initial packets of said at least, one network connection from said plurality of clients, wherein said binary-tree NAT scheme branches based on respective destination ports of said initial packets.

### Claim 4 (depends on 3)

The cloud gaming system as recited in claim 3 wherein the routing time for a packet is constant for all packets transmitted among said plurality of clients, said plurality of game servers, and said plurality of reverse proxy nodes.

### Claim 5 (depends on 1)

The cloud gaming system as recited in claim 1 wherein said at least one network connection includes a user datagram protocol (UDP) connection.

### Claim 6 (depends on 1)

The cloud gaming system as recited in claim 1 wherein said provision manager is further operable to assign another reverse proxy node to said gaming session and establish at least one new network connection if said at least one network connection fails.

### Claim 7 (depends on 1)

The cloud gaming system as recited in claim 1 wherein said provision manager is configured to add reverse proxy nodes to said plurality of reverse proxy nodes if the number of clients in said plurality of clients indicates demand for gaming sessions is near the capacity of said plurality of reverse proxy nodes.
