System and method for session management in a multiplayer network gaming environment
AssigneeTake-Two Interactive Software, Inc.
InventorsPhilip Degarmo, Robert Schmitz
Life of this patent
Estimating the term…
Abstract
Disclosed are systems and methods for session management. The disclosed system allows for seamless merging and splitting of network sessions in a multiplayer network gaming environment. Seamless session management allows dynamic movement of players in a virtual world during gameplay without unnecessary loading and/or stalling. As the players in the virtual world move around, the management of active game sessions can be improved to effect a more realistic perceived population.
Claims16
A method for seamless session management comprising:
- monitoring a video game for a triggering event, the video game being executed in one or more data network sessions, each data network session for hosting at least one player console participating in the video game identified by a player identification, and each data network session including at least one object having an object identification, wherein player consoles within a selected network session can communicate with each other in the video game, and player consoles from a first network session cannot communicate with player consoles from a second network session in the video game;
- determining whether to merge the first network session and the second network session based on the monitored triggering event for allowing the player consoles of the first and second network sessions to communicate with each other;
- and
- determining whether to split the selected network session based on the monitored triggering event to prevent the player consoles of the selected network session to communicate with each other;
- and
- at least one of merging the first network session and the second network session, and splitting the selected network session based on said determined merge or split, wherein said merging and splitting comprises resolving object identifications during gameplay of the video game, said resolving object identifications comprises:
- allocating object identifications via each player console to be merged for each object in the network session of the selected player console;
- transmitting a copy of the allocated object identifications to each player console to be merged;
- waiting for object mappings from all player consoles;
- allocating object identifications for unmapped objects;
- assigning a new public object identification for all objects of each player console to be merged, wherein the public object identifications do not conflict with one another;
- building object mappings based on the assigned new public object identifications;
- and
- swapping said allocated object identifications.
A session management system comprising:
- one or more first player consoles for executing a video game in a first network session, said first network session including at least one object having an object identification and for enabling communication among the first player consoles over a data network;
- one or more second player consoles for executing the video game in a second network session, said second network session including at least one object having a second object identification and for enabling communication among the second player consoles over the data network;
- and
- a server for monitoring a triggering event to merge the first and the second network sessions, thereby enabling communication between the first player consoles and the second player consoles over the data network, wherein said merging comprises resolving object identifications during gameplay of the video game, said resolving object identifications comprises:
- allocating object identifications via each player console to be merged for each object in the network session of the selected player console;
- transmitting a copy of the allocated object identifications to each player console to be merged;
- waiting for object mappings from all player consoles;
- allocating object identifications for unmapped objects;
- assigning a new public object identification for all objects of each player console to be merged, wherein the public object identifications do not conflict with one another;
- building object mappings based on the assigned new public object identifications;
- and
- swapping said allocated object identifications.
A computer program product for seamless session management, the computer program product including a non-transitory computer readable storage medium having program instructions embodied therewith, the program instructions executable by a device to cause the device to perform a method comprising:
- monitoring a video game for a triggering event, the video game being executed in one or more data network sessions, each data network session for hosting at least one player console participating in the video game identified by a player identification, and each data network session including at least one object having an object identification, wherein player consoles within a selected network session can communicate with each other in the video game, and player consoles from a first network session cannot communicate with player consoles from a second network session in the video game;
- determining whether to merge the first network session and the second network session based on the monitored triggering event for allowing the player consoles of the first and second network sessions to communicate with each other;
- and
- determining whether to split the selected network session based on the monitored triggering event to prevent the player consoles of the selected network session to communicate with each other;
- and
- at least one of merging the first network session and the second network session, and splitting the selected network session based on said determined merge or split, wherein said merging and splitting comprises resolving object identifications during gameplay of the video game, said resolving object identifications comprises:
- allocating object identifications via each player console to be merged for each object in the network session of the selected player console;
- transmitting a copy of the allocated object identifications to each player console to be merged;
- waiting for object mappings from all player consoles;
- allocating object identifications for unmapped objects;
- assigning a new public object identification for all objects of each player console to be merged, wherein the public object identifications do not conflict with one another;
- building object mappings based on the assigned new public object identifications;
- and
- swapping said allocated object identifications.
Dependencies are inferred from the claim text.