Game management method, game management system, and game management program for synchronizing game progress at a plurality of devices in different communication states
AssigneeGREE, Inc.
InventorsTomohiko Furumoto, Masato Nagai
Life of this patent
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Abstract
A game management system that retrieves a delay time of each of a plurality of user devices playing a game; stores the delay times retrieved from each of the plurality of user devices; and transmits an instruction to synchronize game progress to each of the user devices, the instruction including an offset time determined based on a maximum value of the stored delay times.
Claims14
A game management system connected to a plurality of client devices, the game management system comprising:
- circuitry configured to
- manage progress of a game played by a group,
- continuously obtain a delay time from each of the plurality of client devices executing the game and store the delay times, the plurality of client devices including a first client device,
- calculate a dispersion of the delay times of the plurality of client devices,
- determine a threshold depending on the dispersion, the threshold being increased when the dispersion is lower than a predetermined value, and the threshold being decreased when the dispersion is higher than a predetermined value, and
- in response to a first delay time of the stored delay times obtained from the first client device being less than or equal to the threshold, execute a request from the first client device.
A method of managing a game, the method comprising:
- managing progress of a game played by a group;
- continuously obtaining a delay time from each of a plurality of client devices executing the game and storing the delay times, the plurality of client devices including a first client device;
- calculating a dispersion of the delay times of the plurality of client devices;
- determining a threshold depending on the dispersion, the threshold being increased when the dispersion is lower than a predetermined value, and the threshold being decreased when the dispersion is higher than a predetermined value;
- and
- in response to a first delay time of the stored delay times obtained from the first client device being less than or equal to the threshold, executing a request from the first client device.
A non-transitory computer-readable medium including a program, which when executed by circuitry, causes the circuitry to:
- manage progress of a game played by a group;
- continuously obtain a delay time from each of a plurality of client devices executing the game and store the delay times, the plurality of client devices including a first client device;
- calculating a dispersion of the delay times of the plurality of client devices;
- determining a threshold depending on the dispersion, the threshold being increased when the dispersion is lower than a predetermined value, and the threshold being decreased when the dispersion is higher than a predetermined value;
- and
- in response to a first delay time of the stored delay times obtained from the first client device being less than or equal to the threshold, execute a request from the first client device.
Dependencies are inferred from the claim text.