`U5005558339A
`
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`
`
`119]
`United States Patent
`5,558,339
`[11] Patent Number:
`
`
`
`
`
`
`
`
`[45] Date of Patent:
`Sep. 24, 1996
`Perlman
`
`[54] NETWORK ARCHITECTURE TO SUPPORT
`
`
`
`
`RECORDING AND pLAYBACK on
`
`
`
`REAL-TIME VIDEO GAMES
`
`
`
`Inventor: Stephen G. Perlman, 721 Tiana La,
`
`
`
`
`
`
`Mountain View, Calif. 94041
`
`
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`
`
`1761
`
`
`[211
`
`[22]
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`[51]
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`1521
`
`[58.]
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`156]
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`4,342,454
`
`4,520,477
`
`4,572,509
`
`4,592,546
`
`4,799,635
`
`4,941,829
`
`4,980,897
`
`4,998,199
`
`5,013,038
`
`5,048,831
`
`5,070,479
`
`5,083,800
`
`5,112,051
`
`5,120,076
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`
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`5,155,768
`5,161,803
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`5,169,319
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`5,259,626
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`
`Appl. No.: 238,303
`
`
`
`Filed:
`May 5, 1994
`
`
`
`A63F 9/24
`Int. Cl.6
`
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`
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`463/42; 463/41; 463/23
`U.S. Cl.
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`
`
`Field of Search .................................. 273/433, 434,
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`273/435, 436, 437, 438, 439, 85 G, DIG. 28,
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`460; 434/118, 43, 236; 364/410
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`References Cited
`
`
`U.S. PATENT DOCUMENTS
`
`
`8/1982 Baer et a1.
`
`
`
`
`5/1985 Wen.
`
`
`2/1986 Sitrick.
`
`
`273/1 E
`6/1986 Fascenda et a1.
`
`
`
`
`
`. 364/900
`1/1989 Nakagawa
`
`
`
`
`
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`434/118
`7/1990 Estes et a1,
`
`
`
`
`12/1990 Decker eta].
`............................ 375/38
`
`
`
`
`
`3/1991 Tashiro et al,
`.
`
`
`
`5/1991 Luxenberg et a1.
`.................... 273/439
`
`
`
`
`9/1991 Sides,
`
`
`,
`12/1991 Nakagawa
`395/575
`
`
`
`
`273/439
`1/1992 Lockton .......
`
`
`
`
`
`5/1992 Darling et a].
`.
`
`
`
`273/439
`6/1992 Luxenbcrg ct a1.
`
`
`
`
`
`
`
`
`380/23
`10/1992 Matsuhara .. .
`ll/1992 Ohara
`. 273/435
`
`
`
`
`
`12/1992 Potocki
`. 434/236
`.
`
`
`
`
`., 273/438
`11/1993
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`
`
`273/85 G
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`
`
`ABSTRACT
`
`5,261,820
`11/1993 3ch et a1. .......................... 434/43
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`
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`3/1994 Otake et a1.
`................. 340/799
`5,291,189
`
`
`
`
`
`
`FOREIGN PATENT DOCUMENTS
`
`
`
`0402067
`6/1990 European Pat. Ofl".
`.
`
`
`
`
`
`European Pat. Off.
`.
`0481770 10/1991
`
`
`
`
`
`5/1993 European Pat. Off.
`.
`0571213
`
`
`
`
`
`5/1993 European Pat. Off,
`.
`0571138
`
`
`
`
`
`
`
`
`11/1993 United Kingdom .
`9323125
`
`
`
`Primary Examiner—Jessica J. Harrison
`Attorney, Agent, or Firm—Blakely, Sokoloff, Taylor & Zaf-
`
`
`
`
`
`
`man
`
`[57]
`
`An apparatus and system for recording and rcplaying the
`
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`
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`
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`interaction between a plurality of players of a video game is
`disclosed. The system of the present invention includes a
`
`
`
`
`
`
`
`for
`recording and replaying the interaction
`computer
`
`
`
`
`
`
`
`
`
`
`
`
`
`between a plurality of players of a video game, the computer
`comprises: 1) a network interface coupled to a network; 2)
`
`
`
`
`
`client application software executing in the computer, the
`
`
`
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`
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`client application software includes: a) processing logic for
`
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`
`
`saving game information indicative of the interaction
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`
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`between a player of the plurality of players and a video game
`
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`
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`executing on the computer; b) processing logic for connect—
`ing the first computer to a server coupled to the network; and
`
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`
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`
`
`c) processing logic for uploading the game information to a
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`
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`
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`server memory coupled to the server. The computer of the
`
`
`
`
`
`
`
`
`present
`invention also includes: a) processing logic for
`
`
`
`
`
`
`
`
`downloading the game information from a server memory
`
`
`
`
`
`
`
`coupled to the server; and b) processing logic for executing
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`the video game on the computer using the game information
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`
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`in place of input from the player.
`
`22 Claims, 22 Drawing Sheets
`
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`LONG
`
`_ _ _ Toe—ALEALI‘IMEAREA_ _ _ 'DISTANCEI
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`(ii
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`
`Petitioner Riot Games, Inc. - EX. 1030, p. 1
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 1
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`sheet 1 of 22
`
`5,558,339
`
`
`
`LOCAL CALLING AREA
`
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`
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`— _ T TocSALEALUNcs—AREA_ _ _ I
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`1.3
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`
`Petitioner Riot Games, Inc. - EX. 1030, p. 2
`
`
`
`| | I
`
`I
`I
`
`I
`
`
`
`
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 2
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`Sheet 2 of 22
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`5,558,339
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`
`I
`LOCAL CALLING AREA
`LONG _ — — TOIiILCALUNEAREA_ _ T I
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`LOCAL CALLING AREA
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`LOCAL CALI. 115 LOCAL CALL 116
`LOCAL CALI. 111 LOCAL CALL 112
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`COMPUTER
`COMPUTER
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`WITH
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`Petitioner Riot Games, Inc. - EX. 1030, p. 3
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 3
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep.24, 1996
`
`
`
`
`Sheet 3 0f 22
`
`5,558,339
`
`
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`USER A
`
`START
`
`
`
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`
`GET MATCHED TO A USER B WHO
`IS ALSO LOGGED-ON TO ON-LINE
`
`
`SERVICE AND IS A SUITABLE OPPONENT
`
`
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`312
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`CALL MODEM POOL LOCAL ACCESS
`NUMBER AND LOGON TO ON-LINE SERVICE
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`310
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`326
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` LOGOUT FROM ON-LINE SERVICE
`
`
`
`
`
`AND HANG UP FROM MODEM POOL
`
`
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`
`
`ANSWER PHONE WHEN USER B
`
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`CALLS. CONNECT TO USER B'S
`
`
`
`DIAL USER B'S PHONE NUMBER. CONNECT
`
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`COMPUTER. PLAY GAME.
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`TO USER B'S COMPUTER. PLAY GAME.
`
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`UPON COMPLETION OF GAME, DISCONNECT
`FROM USER B'S COMPUTER. HANG UP PHONE.
`
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`330
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`CALL MODEM POOL LOCAL ACCESS
`
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`
`K 332
`NUMBER AND LOGON TO ON—LINE SERVICE
`
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`
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` UPLOAD RESULTS OF GAME
`/— 334
`TO ON-LINE SERVICE
`
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` 336
`
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`
`LOGOUT FROM ON-LINE SERVICE
`
`
`
`
`AND HANG UP FROM MODEM POOL
`
`
`
`
`
`USER A
`344
`STOP
`
`342
`
`
`
`FIG. 3
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 4
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 4
`
`
`
`
`
`
`I— —————————— l
`r— —————————— I
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`USER A'S HOME
`141 l
`I
`139
`USER B'S HOME
`|
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`USER
`'
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`B
`l
`1.3.8
`|
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`
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`135-
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`|
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`|
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`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 4 of 22
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`5,558,339
`
`
`
`TRANSPORT TO
`
`OTHER WAN LOCATIONS
`
`
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`
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`
`
` ON—LINE
`
`
`SYSTEM
`
`
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`
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`
`
`WAN
`
`
`_____________ LBCIU. CXLLNG XREKEE 1
`
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`l
`
`
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`
`
` LOCAL ACCESS
`
`
`
`
`NUMBER SYSTEM
`
`
`IMPROVED
`
`SERVER
`
`
`151”
`
`
`139
`
`
`
`FIG. 4
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 5
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 5
`
`
`
`
`U.S. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`Sheet 5 of 22
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`5,558,339
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`
`Petitioner Riot Games, Inc. - EX. 1030, p. 6
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`LOCAL CALLING AREA 26 I
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 6
`
`
`
`
`
`US. Patent
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 6 of 22
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`
`5,558,339
`
`
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`
`Petitioner Riot Games, Inc. - EX. 1030, p. 7
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 7
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`Sheet 7 of 22
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`
`5,558,339
`
`
`
`ON-LINE SERVICE
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`ON-LINE
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`
`Petitioner Riot Games, Inc. - EX. 1030, p. 8
`
`
`
`I I
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 8
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 8 of 22
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`5,558,339
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`Petitioner Riot Games, Inc. - EX. 1030, p. 9
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 9
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`Sheet 9 of 22
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`5,558,339
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`Petitioner Riot Games, Inc. - EX. 1030, p. 10
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 10
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`Sheet 10 of 22
`
`
`5,558,339
`
`
`
`
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`'— _ _ ~US—ERXSEONE _ _ 132'
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`
`Petitioner Riot Games, Inc. - EX. 1030, p. 11
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 11
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`Sheet 11 of 22
`
`
`
`5,558,339
`
`
`
`
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`Petitioner Riot Games, Inc. - EX. 1030, p. 12
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 12
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`Sheet 12 of 22
`
`
`5,558,339
`
`
`
`1-0
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`
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`
`201
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`CALLING MODEM:
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`ANSWERING MODEM:
`
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`TX
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`FIG. 12
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`
`
`FIG. 13
`
`
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 13
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 13
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 13 0f 22
`
`5,558,339
`
`
`
`
`
`
`21E
`
`I I I
`
`
`LOS ANGELES
`3 MILES
`
`
`
`
`
`
`
`
`USER H229 '
`
`
`226
`
`
`
`
`
`1750 MILES
`
`
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`
`CHICAGO
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`USER F 21_8
`
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`5 MILES
`
`
`
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`
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`
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`
`
`I I I | I I I I I
`
`I I I I I
`
`225
`
`
`
`224
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`
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`
`
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`USER E 211 I
`3 MILES
`
`
`
`
`lI I
`
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`
`USER 0&6
`1 MILE
`
`223
`
`
`
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 14
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 14
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 14 0f 22
`
`5,558,339
`
`
`
`229
`230
`231
` 228
`
`
`
`
`1.0
`
`
`SHARED SPEECH
`
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`CHANNEL
`
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`
`
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`
`MODEM:B RX
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`
`
`
`
`FIG. 15
`
`
`
`
`
`1.0
`
`
`
`
`PRIOR ART BANDLIMITING OF SPEECH
`
`
`
`
`
`INPUT FROM CONFERENCE CALL USER
`
`
`
`
`
`
`FIG. 16
`
`3600 Hz
`
`
`1.0
`
`
`
`
`
`
`
`
`
`AVAILABLE SPECTRUM
`IMPROVED BANDLIMITING
`
`
`
`
`
`
`
`FOR CONFERENCE CALL
`OF SPEECH INPUT FROM
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`
`
`
`
`
`
`
`
`MODEMS
`CONFERENCE CALL USER
`
`
`
`
`
`
`3600 HZ
`
`
`
`FIG. 17
`
`
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 15
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 15
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 15 of 22
`
`5,558,339
`
`
`
`COMMUNICATIONS
`LINK 249
`
`
`
`
`
`
`TELECOMPUTER
`
`
`252
`1-22
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`
`
`
`TELECOMPUTER
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`253
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`
`252
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`FIG. 18
`
`
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`2110
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`MEMORY I
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`252
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`FIG. 19
`
`TELECOMPUTER
`MEMORY
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`2:43
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`MEMORY
`245
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`
`
`242
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`
`Petitioner Riot Games, Inc. - EX. 1030, p. 16
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 16
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 16 of 22
`
`5,558,339
`
`
`
`TELECOMPUTER
`
`
`
`
`
`
`MEMORY I
`
`M
`252
`
`
`
`
`249
`
`TELECOMPUTER
`
`
`MEMORY I
`
`L45
`253
`
`
`
`
`
`2a
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`3
`
`
`
`
`
`
`
`255
`
`
`
`
`
`
`
` COMMUNICATIONS
`LINK 250
`
`
`
`SERVER
`
`MEMORY
`£51
`
`
`I
`
`
`
`
`
`
`
`
`FIG. 20
`
`
`
`
`
`m
`
`TELECOMPUTER
`MEMORY
`
`
`
`
`
`
`
`
`
`SERVER
`
`
`
`
`
`MEMORY
`251
`
`-
`
`
`
`COMMUNICATIONS
`LINK 251
`
`
`
`
`256
`
`
`
`
`
`
`
`I
`
`TELECOMPUTER
`
`
`
`255
`
`
`
`
`
`
`
`
`
`
`
`FIG. 21
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 17
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 17
`
`
`
`
`
` SERVER
`
`
`
`
`
`COMMUNICATIONS
`LINK 264
`
`
`
`
`
`
`
`FIG. 22
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 17 of 22
`
`5,558,339
`
`
`
`TELECOMPUTER
`
`
`
`USER
`A
`
`255
`
`
`
`
`26L!
`
`
`
`
`
`TELECOMPUTEFI
`
`
`
`2&1
`
`
`
`
`
`USER
`B
`
`253
`
`
`
`K
`
`
`COMMUNICATIONS
`LINK 265
`
`
`
`
`
`
`
`COMMUNICATIONS
`LINK 266
`
`
`
`
`
`
`1
`
`262
`
`
`
`FORWARDI NG
`
`TELECOMPUTEFI
`
`2.63
`
`
`
`
`
`
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 18
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 18
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`Sheet 13 of 22
`
`5,558,339
`
`
`
`
`ESTABLISHED
`
`COMMUNICATIONS
`LINK 267
`
`
`
`
`USER
`A
`
`
`258
`
`
`
`TELECOMPUTER
`
`
`
`269
`
`
`
`
`
`TELECOMPUTER
`
`
`
`
`
`
`251
`
`\
`
`\
`
`fix
`
`
`
`INITIATED
`COMMUNICATIONS
`LINK 268
`
`
`
`
`
`\\ \
`
`'
`
`\
`
`\
`\
`
`
`
`COMMUNICATIONS \\
`
`LINK 266
`\
`
`
`
`\
`\
`
`
`SERVER
`
`
`
`252
`
`FORWARDING
`
`TELECOMPUTER
`
`263
`
`
`
`
`
`
`
`
`
`
`FIG. 2 3
`
`
`
`
`
`
`
`USER
`A
`
`258
`
`
`TELECOMPUTER
`
`
`
`259
`
`
`
`
`
`USER
`B
`
`
`25.8
`
`
`
`USER
`B
`
`25.3
`
`
`
`
`TELECOMPUTER
`
`
`
`261
`
`
`
`INITIATED
`f
`
`
`COMMUNICATIONS /
`LINK 269
`
`
`
`I
`
`FORWARDED
`
`
`
`COMMUNICATIONS
`LINK 27o
`
`
`
`
`
`
`
`
`
`COMMUNICATIONS
`LINK 266
`
`
`
`SERVER
`
`
`
`25.2
`
`
`
`I
`
`
`
`
`
`
`
`FORWARDING
`
`TELECOMPUTER
`
`263
`
`
`
`
`
`
`
`FIG. 24
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 19
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 19
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 19 of 22
`
`5,558,339
`
`
`
`TELECOMPUTER
`
`
`
`
`
`22.3
`
`
`
`TELECOMPUTER
`
`
`
`22
`
`
`
`I
`TELEPHONE CALLS '
`
`
`277
`
`
`TELEPHONE CALLS
`
`278
`
`
`
`
`
`
`
`SERVER
`
`
`
`
`
`
`
`215 SYSTEM
`
`DUMMY
`
`ANSWERING
`
`
`
`
`215
`
`
`
`
`FIG.
`
`25
`
`
`
`
`
`
`
`@ TELECOMPUTER 213
`
`
`
`
`
`SERVER
`
`
`
`'
`
`225
`
`
`FIG.
`26
`
`TELECOMPUTER
`
`
`
`2E
`
`
`
`
`
`TELEPHONE CALL /
`
`
`279
`
`
`
`
`
`
`
`
`
`DUMMY
`
`ANSWERING
`
`
`
`
`215
`
`
`
`SYSTEM
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 20
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 20
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 20 of 22
`
`5,558,339
`
`
`
`
`
`
`a TELECOMPUTER
`TELECOMPUTER
`
`
`TELEPHONE CALL
`
`
`280
`
`
`213
`
`
`
`
`
`.g
`
`22.4
`
`
`
`TELEPHONECALL
`
`
`
`279
`
`
`
`
`
`
`DUMMY
`
`ANSWERING
`
`
`
`
`215
`
`
`
`
`
`SYSTEM
`
`SERVER
`
`
`
`
`
`
`FIG. 27
`
`
`
`TELEPHONE CALL
`
`
`
`280
`
`
`
`
`
`TELECOMPUTER
`
`
`
`
`
`213
`
`
`
`TELECOMPUTER
`
`
`
`215
`
`
`
`SERVER
`
`
`
`
`
`
`
`
`FIG. 28
`
`
`
`—UMMYSYSTEM‘
`
`
`
`
`
`
`ANSWERING
`
`
`
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 21
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 21
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 21 of 22
`
`5,558,339
`
`
`
`SYSTEMS ADMINISTRATION SITE 31.0 I
`
`
` PUBLIC
`
`
`COMPUTER
`
`
`IMPROVED
`INTERFACE
`
`
`
`
`
`SERVER
`
`
`
`
`
`
`
`
`
`
`
`
`
`I— __________ I
`312'
`USER
`I
`B
`
`I
`352
`
`:
`l
`
`
`
`
`
`353
`
`
`
`
`
`r‘ __________
`
`I I
`
`USERA
`|3§§
`
`362
`:
`l ___________
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`I
`I
`
`COMPUTER
`353
`
`
`I“
`INTERFACE 35a
`CUENT
`
`
`
`I
`___________
`
`
`
`l USERc
`353
`l
`
`364
`
`._ ——
`
`
`31$!
`USER
`D
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`___________
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`LAN355
`
`
`
`
`
`COMPUTER
`
`
`
`
`
`
`
`
`FIG. 29
`
`
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 22
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 22
`
`
`
`2.82
`
`
`
`
`CONFERENCE
`CALLING
`
`EQUIPMENT
`
`281
`
`
`US. Patent
`
`
`
`
`
`Sep.24, 1996
`
`
`
`
`Sheet 22 of 22
`
`>
`
`5,558,339
`
`
`
`
`
`USAER
`251
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`COMPUTER
`28.4
`
`
`
`
`USBER
`
`
`
`
`
`
`
`
`
`
`
`
`CONCENTRATOR
`
`
`299
`
`WAN INTERFACE
`
`
`
`gm
`
`
`
`
`
`
`
`
`
`SERVER
`
`
`
`
`
`
`
`
`FIG. 30
`
`
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 23
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 23
`
`
`
`5,558,339
`
`1
`
`NETWORK ARCHITECTURE TO SUPPORT
`
`RECORDING AND PLAYBACK 0F
`
`
`
`REAL-TIME VIDEO GAMES
`
`
`
`
`
`
`
`
`2
`
`miles away, the game plays essentially as it would if the two
`
`
`
`
`
`
`
`
`players were in the same room.
`
`
`
`
`
`It is important to make a distinction here between two
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`types of remote multi-player games, “twitch” games and
`“non-real-time” games. Twitch games are games that require
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`split-second game control by players and cannot tolerate
`
`
`
`
`
`
`arbitrary communication latencies or delays. Twitch games
`
`
`
`
`
`
`
`
`
`
`are by far the most popular category of video games—
`
`
`
`
`
`
`
`
`
`typically all Top Ten games are twitch games—and include
`games such as “MORTAL KOMBAT’M", “JOHN MAD-
`
`
`
`
`
`
`DEN FOOTBALLTM,” “SONIC THE HEDGEHOGW,” and
`
`
`
`
`“SUPER MARIO BROTHERSTM.” Typically, twitch games
`
`
`
`
`
`
`
`
`
`
`
`
`
`require less than 100 millisecond communications latency
`(i.e. delay for a player’s action to take effect on the screen)
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`for the games to be playable. Twitch games usually can not
`tolerate varying delays in communications latency.
`
`
`
`
`
`Nonareal-time games are games that are possible to play
`
`
`
`
`
`
`with substantial communications latency and with varying
`
`
`
`
`
`
`communications latency. Obvious games in this genre are
`
`
`
`
`
`
`
`
`
`
`
`
`
`“strategy” games such a chess and backgammon, but there
`are also moderate action games such as adventure games
`
`
`
`
`
`
`
`like “RETURN TO ZORKTM" by “ACTIVISION'IW or the
`
`
`
`
`“KING’S QUESTTM” series from “SIERRA ON~LINE'1'M”.
`
`
`
`
`The “AT&T IMAGINATION NETWORK'IM” is an err-line
`
`
`
`
`service specializing in such non-reaI—time games. Non-real—
`
`
`
`
`
`time games make up a much smaller market than twitch
`
`
`
`
`
`
`
`games.
`
`One would think that with the popularity of multi—player
`
`
`
`
`
`
`
`
`twitch games, on—line services such as the “IMAGINATION
`
`
`
`
`
`
`
`NETWORKTM” would ofl'er twitch games for their users.
`
`
`
`
`
`
`
`
`However, these services do not offer such games; because.
`
`
`
`
`
`
`
`
`is not possible to achieve less than 100 milliseconds
`it
`
`
`
`
`
`
`
`
`
`
`(msec) latency, or even consistent latency, given the archi-
`
`
`
`
`
`
`
`
`tecture of current public-switched data networks. Because
`
`
`
`
`
`
`
`users may be calling in from anywhere in the United States,
`
`
`
`
`
`
`
`
`on—line
`services
`the “IMAGINATION NET-
`such as
`
`
`
`
`
`
`
`WORKTM” lease capacity on data-access networks such as
`
`
`
`
`
`
`“SPRINTNETI'M” and “TYM NETTM”. Such networks pr0~
`
`
`
`
`
`
`
`vide local dial—up modem pools throughout
`the United
`
`
`
`
`
`
`
`
`States, and then route large-capacity data lines (such as T1
`
`
`
`
`
`
`
`
`lines) utilizing wide—area network (WAN) protocols (such as
`
`
`
`
`
`
`
`X25 protocol) into the on—line service’s computing facility.
`
`
`
`
`
`
`
`
`There are substantial (and often unpredictable) latencies
`
`
`
`
`
`
`
`through such an architecture. Each modern in the commu-
`
`
`
`
`
`
`
`nications chain introduces latencies as high as 20 or 30 msec
`
`
`
`
`
`
`(varying by modern manufacturer and model). The tele-
`
`
`
`
`
`
`
`
`phone network introduces latencies (although they are mini-
`
`
`
`
`
`
`
`
`mal within a local calling area). WANs introduce unpredict-
`
`
`
`
`
`
`
`
`able latencies (as much as
`1.5 seconds round-trip).
`In
`
`
`
`
`
`
`
`
`addition, the on—line service’s computers themselves intro—
`
`
`
`
`
`
`
`ducc latencies, typically increasing as the number of active
`
`
`
`
`
`
`
`users increases.
`
`
`As a result, remote multi-player twitch games can only be
`
`
`
`
`
`
`
`
`played through a direct telephone connection of one player
`
`
`
`
`
`
`
`to another player, barring a major overhaul (requiring enor—
`
`
`
`
`
`
`
`
`mous capital investment) of the existing public access data
`
`
`
`
`
`
`
`
`networks. Consequently, on-line services are limited to
`
`
`
`
`
`
`
`hosting non-real-time multi-player games.
`
`
`
`
`It should also be noted that public data access networks
`
`
`
`
`
`
`
`
`
`such as “SPRINTNETTM” are quite expensive to use, costing
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`up to $6 per hour per user to the service provider. Therefore,
`remote multi—player games played through an on-line ser-
`
`
`
`
`
`
`
`vice carry with them an overhead that does not exist when
`
`
`
`
`
`
`
`
`
`
`a direct local phone connection is made player-to-player—
`
`
`
`
`
`
`
`an overhead that necessitates high usage charges.
`
`
`
`
`
`
`
`Given the popularity of multi-player twitch games, the
`
`
`
`
`
`
`
`
`
`
`
`
`
`relative low-cost of modems, and the_potential of using the
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`10
`
`
`
`
`
`25
`
`
`
`CROSS-REFERENCE TO RELATED
`
`APPLICATIONS
`
`
`
`
`
`
`
`The following eo-pending US. patent applications relate
`
`
`
`
`
`
`
`to the present application. Each of the listed co-pending
`
`
`
`
`
`
`
`applications are assigned to the same assignee as the present
`
`application.
`
`
`
`
`
`
`
`
`
`1) US. patent application Ser. No. 08/238,630, Filed May
`5, 1994, and titled, “AN IMPROVED NETWORK
`
`
`
`
`
`
`
`ARCHITECTURE TO SUPPORT REAL-TIME
`15
`
`
`
`
`VIDEO GAMES”
`
`
`2) US. patent application Ser. No. 08/238,477, Filed May
`
`
`
`
`
`
`
`
`
`5, 1994, and rifled, “AN IMPROVED NETWORK
`
`
`
`
`
`
`
`ARCHITECTURE TO SUPPORT MULTIPLE SITE
`
`
`
`
`REAL-TIME VIDEO GAMES”
`20
`
`
`
`
`3) US. patent application Scr. No. 08/238,456, Filed May
`
`
`
`
`
`
`
`
`
`5, 1994, and titled, “AN IMPROVED MODEM TO
`
`
`
`
`
`
`
`SUPPORT MULTIPLE SITE CALL CONFERENCED
`
`
`
`
`
`DATA COMMUNICATIONS.”
`
`
`4) US. patent application Ser. No. 08/254,154, Filed Jun.
`
`
`
`
`
`
`
`
`
`6, 1994, and titled, “IMPROVED VIDEO GAME
`
`
`
`
`
`
`
`ENHANCER WITH INTEGRAL MODEM AND
`
`
`
`
`
`SMART CARD INTERFACE”
`
`
`
`
`
`
`
`BACKGROUND OF THE INVENTION
`
`
`1. Field of the Invention
`
`
`
`
`This invention is in the field of telecommunications, as it
`
`
`
`
`
`relates to interactive, multi-player computer games.
`
`
`
`
`
`2. Description of Related Art
`
`
`
`
`From the very first video games to those of today, many
`
`
`
`
`
`
`
`
`video games have been designed to be played by two or
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`more players simultaneously. Perhaps the very first video
`game, “Pong,” by ATARI'I'M, Inc. involved two simultaneous
`
`
`
`
`
`
`
`players, each player located near the game console, and
`
`
`
`
`
`
`
`
`
`controlling one of the “paddles” to control an object on the
`
`
`
`
`
`
`
`screen.
`
`30
`
`
`
`35
`
`
`
`40
`
`
`
`
`Today, two decades later, several of the “Top Ten” home
`
`
`
`
`
`
`
`
`
`video games are designed for two or more players. Among
`
`
`
`
`
`
`
`
`them are MORTAL
`KOMBATTM distributed
`by
`
`
`
`
`
`
`ACCLAIM’W, Inc. and JOHN MADDEN FOOTBALL'I'M
`
`
`
`
`
`
`by “ELECTRONIC ARTS'I'M”,
`lne., both for the “SEGA
`
`
`
`
`
`
`
`
`GENESISTM” video game system and the “SUPER NIN—
`
`
`
`
`
`
`
`
`TENDO ENTERTAINMENT SYSTEMTM” video game
`
`
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`system. Like the Pong game of long ago, these new games
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`involve two or more players located near the game console
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`and each holding a “game controller.”
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`In recent years there have also been several examples of
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`two-player games that are played remotely through a phone
`line without both players being in the same location.
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`Examples of such games are F—l4 COBRAW, which is
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`designed for “MACINTOSHTM” computers equipped with a
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`modern and “BALLZTM” by RF. MAGICTM, Inc. which is
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`designed for Sega Genesis video game systems equipped
`with a modem. Such games function by having one copy of
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`the game being played running on a game console (or
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`personal computer) at each location. Synchronization infor-
`mation is passed along with game controller data through the
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`modern (along with possibly additional sound or data), and
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`the game runs synchronously at the two locations. Even
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`though the two players may be hundreds or thousands of
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`45
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`50
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`55
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`60
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`65
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`Petitioner Riot Games, Inc. - EX. 1030, p. 24
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`Petitioner Riot Games, Inc. - Ex. 1030, p. 24
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`phone network to make an arbitrary pairing of players, one
`would expect that remote multi-player twitch games would
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`be far more popular, As it turns out, however, without an
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`ion-line service hosting many simultaneous users, it is rather
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`difficult to find a partner to play a multi-player game. The ~
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`reason for this can be easily understood: If a given PlaycrA.
`sits down to play a remote multiplayer game, the following
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`conditions must be true in order for PlayerAto find a second ’
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`Player B. First, Player A must know Player B’s phone
`number (or vice—versa). Secondly, Player B must be avail—
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`able and willing to play the game at the same time. Thirdly,
`Player B must have the same video game and, most likely,
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`the same video game systcmrtor personal computer).
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`In addition, the following conditions are also desirablefor'
`a satisfying game between remote players. First, Player B
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`should be at a comparable skill level of Player A. Secondly,
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`if there are multiple pairings of players (as in a tournament),
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`there should be some means of keeping track of each
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`player’s standing.
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`Clearly, when multiple players are hosted by an on-line
`service such as the “IMAGINATION NETWORKTM", all of
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`the conditions listed above can be addressed. Because there
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`, are-thousands of users, at any given time, there is always
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`someone available to play a given multi-player game.
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`Because users are already dialed up, there is no need for a
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`Player A to know a Player B’s phone number (an important
`privacy issue). Also,-it-is not difiicult for an on—line service
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`to maintain statistics about players, so it easy to provide
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`player ranking and matching of comparable skill players.
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`Unfortunately, as discussed previously, it is not currently
`possible to play twitch games through existing on—line
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`services. Consequently, there is no easy and reliable way to
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`satisfy the conditions listed above for matching players of a
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`remote multi——player twitch game.
`A possible solution would be to post a fist of all players
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`interestedin a given remote multiplayer game on an elec—-
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`tronic bulletin board of an on-line service or in a publication.
`The list would include