Highly Interactive Online Multiplayer Video Games
AssigneeSugarcane Development, Inc.
InventorSunil C. Shah
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AssigneeSugarcane Development, Inc.
InventorSunil C. Shah
Estimating the term…
Latency compensation is performed during play of a multiplayer video game over a network. A first system includes a first estimator, a first player, and a first game object controlled by movement of the first player, and a second system includes at least a second player and a second game object controlled by movement of the second player. The first estimator receives data values characterizing delayed states of the second system via the network. Based on the received data values, the first estimator estimates a latency-compensated state of the second game object using a physics model of the second game object and a behavior model of the second player. The behavior model provides a representation of how the second player interacts with the video game relative to the first player. The first player is enabled to interact with the video game with compensated latency.
A method of a processing device performing operations for latency compensation during play of a video game over a network, the video game being substantially real-time and at least partially controlled through movement of at least a first player in a first system and a second player in a second system, wherein both the first player and the second player are human players, the method comprising:
A computer-readable storage medium storing instructions, which when executed by a processing device, cause the processing device to perform a method for latency compensation during play of a video game over a network, the video game being substantially real-time and at least partially controlled through movement of at least a first player in a first system and a second player in a second system, wherein both the first player and the second player are human players, the method comprising:
A game device of a first player that performs latency compensation during play of a video game over a network, the video game being substantially real-time and at least partially controlled through movement of at least the first player in a first system and a second player in a second system, wherein both the first player and the second player are human players, the game device comprising:
Dependencies are inferred from the claim text.