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`11\
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 1
`
`RASTA AATA
`US005558339A
`
`5,558,339
`(11) Patent Number:
`119)
`United States Patent
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`[45] Date of Patent:
`Sep. 24, 1996
`Perlman
`
`[54] NETWORK ARCHITECTURE TO SUPPORT
`
`
`
`
`RECORDING AND PLAYBACK OF
`
`
`
`REAL-TIME VIDEO GAMES
`
`
`
`
`
`
`
`
`
`Inventor: Stephen G. Perlman, 721 Tiana La.,
`Mountain View, Calif. 94041
`
`
`
`
`
`
`{76]
`
`.
`
`
`
`
`[21] Appl. No.: 238,303
`[22]
`Filed:
`May5, 1994
`
`
`
`
`
`
`
`
`
`
`veestsstetnasceeeineeee AGSE 9/24
`[51]
`Int. CLS...
`
`... 463/42; 463/41; 463/23
`[52] U.S. CL...
`
`
`
`
`
`
`[58] Field of Search 0.0...eee 273/433, 434,
`
`
`
`
`
`
`273/435, 436, 437, 438, 439, 85 G, DIG. 28,
`
`
`
`
`
`
`
`
`
`
`
`460; 434/118, 43, 236; 364/410
`
`[56]
`
`
`
`
`4,342,454
`
`4,520,477
`
`4,572,509
`4,592,546
`
`
`4,799,635
`
`4,941,829
`4,980,897
`
`4998199
`
`998,
`
`5,013,038
`
`5,048,831
`
`5,070,479
`
`5,083,800
`
`5,112,051
`5,120,076
`
`
`
`5,155,768
`5,161,803
`
`5,169,319
`
`5,259,626
`
`
`
`
`References Cited
`U.S. PATENT DOCUMENTS
`
`
`
`
`
`
`
`
`8/1982 Baer et al.esses273/85 G
`
`
`5/1985 Wen.
`
`
`
`2/1986 Sitrick .
`~- 273/1B
`6/1986 Fascendaet al.....
`
`
`
`
`
`
`
`
`
`
`
`- 364/900
`1/1989 Nakagawa....
`
`
`
`
`~~ 434/118
`7/1990 Esteset al.
`.....
`12/1990 Decker ct al. oo sesso 375/38
`
`
`
`
`
`3/1991 Tashi
`
`
`
`‘ashiro etal. .
`
`
`
`
`
`5/1991 Luxenberg ct al.
`cssesssesnssmee 273/439
`
`
`9/1991 Sides .
`
`
`
`
`12/1991 Nakagawa.......
`.. 395/575
`
`
`
`
`
`1/1992 Lockton.......
`273/439
`
`
`
`5/1992 Darlingetal. .
`273/439
`6/1992 Luxenberg ct al.
`.....
`
`
`
`
`
`
`
`
`10/1992 Matsuhara....
`w- 380/23
`11/1992 Ohara ....
`. 273/435
`
`
`
`
`
`12/1992 Potocki
`« 434/236
`.
`
`
`
`
`.. 273/438
`11/1993
`
`
`
`
`
`
`
`
`
`
`
`
`5,261,820
`11/1993 Slyc ct al. cecsescessssssstssscseccseeees 434/43
`
`
`
`
`
`
`
`3/1994 Otake et al.
`...csscsecsssscensccseeeeees 340/799
`5,291,189
`
`
`
`
`
`
`FOREIGN PATENT DOCUMENTS
`
`
`
`
`
`
`
`
`0402067
`6/1990 European Pat. Off. .
`European Pat. Off.
`.
`0481770 10/1991
`
`
`
`
`
`5/1993 European Pat. Off.
`.
`0571213
`
`
`
`
`
`45/1993 European Pat. Off.
`.
`0571138
`
`
`
`
`
`
`
`
`11/1993 United Kingdom .
`9323125
`Primary Examiner—Jessica J. Harrison
`
`
`
`
`
`
`
`
`
`Attorney, Agent, or Firm—Blakely, Sokoloff, Taylor & Zaf-
`man
`
`ABSTRACT
`[57]
`
`
`
`
`
`
`
`
`
`
`An apparatus and system for recording and replaying the
`
`
`
`
`
`
`interaction between a plurality of playcrs of a video gameis
`
`
`
`
`
`
`
`disclosed. The system of the present invention includes a
`
`
`
`
`
`
`
`recording and replaying the interaction
`computer
`for
`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 computcr, the
`
`
`
`
`
`
`
`client application software includes: a) processing logic for
`saving game information indicative of the interaction
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`between a playerof the plurality of players and a video game
`
`
`
`
`
`
`executing on the computer; b) processing logic for connect-
`.
`:
`ing the first computer to a server coupled to the network; and
`
`
`
`
`
`
`
`
`
`:
`:
`:
`:
`.
`
`
`
`
`
`
`
`
`©) processing logic for uploading the game informationto a
`
`
`
`
`
`
`
`
`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
`the video gamc on the computerusing the gameinformation
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`in place of input from the player.
`
`22 Claims, 22 Drawing Sheets
`
`
`
`
`
`
`| _____LOCALCALLINGAREA 7 YUONG TocaCattinganiea 7
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`20)
`
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 1
`
`
`
`U.S. Patent
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`
`Sheet 1 of 22
`
`5,558,339
`
`
`
`
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`
`
`
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`COMPUTER
`WITH
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`LOCAL CALL 41
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`LOCAL CALL 42
`
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`54
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`WATS CALL 52
`
`
`| LOGALCALLINGAREA | |
`
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`
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`
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`16
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`
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 2
`
`| | |
`
`|
`|
`
`
`
`
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 2
`
`
`
`
`U.S. Patent
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 2 of 22
`
`
`5,558,339
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`COMPUTER
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`63
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`COMPUTER
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`WITH
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`§2
`
`
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`
`
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`
`
`
`
`
`
`
`
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`
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`
`
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`1217
`
`
`WATSCALL 117
`
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`LOCAL CALLING AREA
`
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`WITH
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`|| | i l
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`LOCALoatt116 LockLGALL 116
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`
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 3
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 3
`
`
`
`U.S. Patent
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 3 of 22
`
`
`5,558,339
`
`
`
`START
`
`
`
`
`
`
`
`
`
`
`CALL MODEM POOL LOCAL ACCESS
`
`
`
`
`NUMBER AND LOGONTO ON-LINE SERVICE
`
`
`
`
`
`
`
`
`
`GET MATCHED TO A USER B WHO
`1S ALSO LOGGED-ON TO ON-LINE
`
`
`SERVICE AND IS A SUITABLE OPPONENT
`
`
`
`
`
`
`312
`
`
`
`
`
`
`
`LOGOUT FROM ON-LINE SERVICE
`AND HANG UP FROM MODEM POOL
`
`
`
`
`UPLOAD USER B'S PHONE NUMBER
`
`
`
`
`
`
`
`
`
`
`
`310
`
`
` USER
`
`ATO ORIGINATE
`
`CALL
`
`
`
`
`
`
`LOGOUT FROM ON-LINE SERVICE
`AND HANG UP FROM MODEM POOL
`
`
`
`
`
`ANSWER PHONE WHEN USER B
`CALLS. CONNECT TO USER B'S
`
`
`
`
`
`
`DIAL USER B'S PHONE NUMBER. CONNECT
`
`
`
`
`COMPUTER. PLAY GAME.
`
`
`
`
`
`
`
`
`
`
`
`
`TO USER B'S COMPUTER. PLAY GAME 330
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`UPON COMPLETION OF GAME, DISCONNECT
`FROM USER B'S COMPUTER.HANG UP PHONE.
`
`
`
`
`
`
`
`
`CALL MODEM POOL LOCAL ACCESS
`
`
`
`
`
`
`
`
`NUMBER AND LOGON TO ON-LINE SERVICE
`
`
`
`— 882
`
`
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`
`
`
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`
`
`
`
`
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 4
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 4
`
`
`
`U.S. Patent
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 4 of 22
`
`
`5,558,339
`
`
`
`TRANSPORTTO
`
`OTHER WAN LOCATIONS
`
`
`
`
`
`
`
`
`
`
` ON-LINE
`
`SYSTEM
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`WAN
`
`
`
`
`
`
`
`
`
`LOCAL CALLING AREA 126 |
`
`
`
`
`
` LOCAL ACCESS
`151°=139
`
`| | | | | | | | | | |
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`COMPUTER
`
`
`
`tag GET
`
`
`
`
`
`
`
`
`
`
`
`
`NUMBER SYSTEM
`
`
`IMPROVED
`
`SERVER
`
`
`
`
`
`
`
`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
`
`5,558,339
`
`
`
`
`
`ON-LINE SERVICE
`i
`
`
`ON-LINE
`|
`
`SYSTEM
`
`
`
`
`
`WAN 124
`
`
`
`
`
`
`
`
`INTERFACE
`TRANSPORTTO
`OTHER WAN LOCATIONS
`
`
`
`
`
`123]
`
`
`
`
`
`
`
`
`WAN
`
`
`
`
`
`
`
`
`
`I
`|
`|
`
`|
`
`SERVER
`122
`
`
`
`
`LOCAL WAN ACCESS FACILITY
`
`
`
`
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`
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`
`
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`
`
`
`
`
`
`
`NUMBER SYSTEM
`
`
`IMPROVED
`
`SERVER
`
`
` LOCAL ACCESS
`
`151
`
`
`139
`
`
`
`FIG. 5
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 6
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 6
`
`
`
`
`
`U.S. Patent
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 6 of 22
`
`
`5,558,339
`
`
`
`
`
`ON-LINE
`
`SYSTEM
`
`
`
`
`WAN124
`
`INTERFACE
`
`
`
`
`
`
`
`TRANSPORT TO
`
`‘OTHER WAN LOCATIONS
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
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`
`
`
`
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`
`
`
`
`LOCAL
`
`CALL 146 COMPUTER
`
`
`
`
`
`
`
`1g GENT
`
`
`
`NUMBER SYSTEM
`
`
`IMPROVED
`
`SERVER
`
`
` LOCAL ACCESS
`
`151
`
`
`
`139
`
`
`
`
`FIG. 6
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 7
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`Petitioner Riot Games, Inc. - Ex. 1030, p. 7
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`
`
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`U.S. Patent
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`
`
`Sep. 24, 1996
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`
`
`
`
`Sheet 7 of 22
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`5,558,339
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`{
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`
`ON-LINE SERVICE
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`
`
`
`
`
`! WAN
`
`
`
`
`
`
`LOCAL CALLING AREA 126 |
`
`| | | | | | | | | i i
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`
`LOCAL WAN ACCESSFACILITY
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`
`
`LOCAL
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`
`
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`
`
`
`NUMBER SYSTEM
`
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`IMPROVED
`
`SERVER
`
`
` LOCAL ACCESS
`
`151
`
`
`
`139
`
`
`
`
`FIG. 7
`
`
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 8
`
`|
` ON-LINE
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`system
`so!
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`
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`122
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`Petitioner Riot Games, Inc. - Ex. 1030, p. 8
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`
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`U.S. Patent
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`
`
`
`Sep. 24, 1996
`
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`Sheet 8 of 22
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`5,558,339
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`CLIENT
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` COMPUTER
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` LOCAL
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`
`
`CALL 194
`
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`
`
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 9
`
`
`
`
`
`
`
`
`
`
` COMPUTER
`
`
`174
`CLIENT
`
`
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 9
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`
`
`
`U.S. Patent
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 9 of 22
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`5,558,339
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`174
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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
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`
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`
`
`Sheet 10 of 22
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`5,558,339
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`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 11
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 11
`
`
`
`
`U.S. Patent
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`
`
`Sheet 11 of 22
`
`5,558,339
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`
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`“USERASHOME 52!
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`FIG. Li
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 12
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 12
`
`
`
`
`U.S. Patent
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 12 of 22
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`5,558,339
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`
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`
`
`
`600 Hz
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`
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`
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`
`202
`
`
`
`203
`
`
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`
`
`204
`
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`205
`
`
`
`206
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`
`
`207
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`FIG. I3
`
`
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 13
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 13
`
`
`
`U.S. Patent
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 13 of 22
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`
`5,558,339
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`
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`— TTT TOTO 7
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`
`
`LOS ANGELES
`210
`|
`
`
`
`
`
`
`
`
`USER H220 |
`
`
`3 MILES
`
`
`226
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`
`1750 MILES
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`FIG. 14
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 14
`
`CHICAGO
`
`
`
`
`
`5 MILES
`
`
`
`
`225
`
`
`
`224
`
`
`
`
`
`USER E 217 |
`
`
`
`
`| | |
`
`| | | |
`
`| | | | | | | |
`
`
`
`
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 14
`
`
`
`U.S. Patent
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 14 of 22
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`5,558,339
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`229
`
`
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`«230
`
`
`
` 228
`231
`
`
`
`
`SHARED SPEECH
`
`
`CHANNEL
`
`
`
`
`
`3600 Hz
`
`
`MODEM:A TX
`
`
`
`
`
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`
`
`
`
`RX
`MODEM:C RX
`
`
`
`
`
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`
`
`
`
`
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`RX
`
`RX
`
`TX
`
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`
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`
`
`
`FIG. I5
`
`
`
`
`
`
`
`
`
`PRIOR ART BANDLIMITING OF SPEECH
`
`
`
`
`
`
`
`
`
`
`
`INPUT FROM CONFERENCE CALL USER
`
`FIG. 16
`
`3600 Hz
`
`
`
`
`
`
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`
`
`
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`
`
`
`
`
`AVAILABLE SPECTRUM
`IMPROVED BANDLIMITING
`
`
`
`
`FOR CONFERENCE CALL
`OF SPEECH INPUT FROM
`
`
`
`
`
`
`
`
`CONFERENCE CALL USER
`MODEMS
`
`
`
`
`3600 Hz
`
`
`FIG. V7
`
`
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 15
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 15
`
`
`
`U.S. Patent
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 15 of 22
`
`
`5,558,339
`
`
`
`LINK 249
`TELECOMPUTER CS)
`TELECOMPUTER
`
`COMMUNICATIONS
`
`
`
`
`
`
`MEMORY
`
`252
`
`
`
`
`
`253
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`
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`
`
`MEMORY
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`
`242
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`
`243
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`247
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`[J RECORD OF CONTROLLERINPUT
`
`
`FIG. 13
`
`
`
`
`
`
`
`TELECOMPUTER
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`MEMORY
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`244
`252
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`£40
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`
`
`
`242
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`247
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`
`FIG. 19
`
`
`
`
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 16
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 16
`
`
`
`U.S. Patent
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 16 of 22
`
`
`5,558,339
`
`
`
`
`
`TELECOMPUTER
`
`MEMORY 7
`
`244
`
`
`
`
`240
`
`
`
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`MEMORY T
`
`245
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`241
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`254
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` COMMUNICATIONS
`
`
`
`
`
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`
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`©
`
`
`
`
`
`255
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`
`FIG. 20
`
`
`
`
`
`LINK 250
`
`
`
`
`243
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`247
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`247
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`FIG. 2i
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 17
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 17
`
`
`
`U.S. Patent
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 17 of 22
`
`
`5,558,339
`
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`
`
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`USER
`A
`
`258
`
`
`TELECOMPUTER
`
`
`
`260
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`
`COMMUNICATIONS
`LINK 264
`
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`
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`
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`
`261
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`\ COMMENICATIONS
`
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`
`
`
`
`
`259
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`COMMUNICATIONS
`LINK 266
`
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`
`
`262
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`FORWARDING
`
`TELECOMPUTER
`
`263
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`
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`FIG. 22
`
`
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 18
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 18
`
`
`
`U.S. Patent
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`
`Sheet 18 of 22
`
`5,558,339
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`
`
`USER
`A
`
`
`258
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`TELECOMPUTER
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`
`
`260
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`ESTABLISHED
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`come
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`\
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`TELECOMPUTER
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`261
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`USER
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` 262
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`FORWARDING
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`FIG. 24
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`TELECOMPUTER
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`262
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`FORWARDING
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`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 19
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 19
`
`
`
`U.S. Patent
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 19 of 22
`
`
`5,558,339
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`TELECOMPUTER
`
`
`
`273
`
`
`
`TELEGOMPUTER
`
`
`
`274
`
`
`
`TELEPHONE CALLS *
`
`
`277
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`
`TELEPHONE CALLS
`
`278
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` DUMMY
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`
`
`
`
`
`SERVER
`
`
`
`275
`
`
`
`
`
`97g
`
`
`FIG. 25
`
`
`
`
`
`TELECOMPUTER
`
`
`
`273
`
`
`
`
`
`
`
`TELECOMPUTER
`
`
`
`274
`
`
`
`
`
`TELEPHONE CALL ”
`
`
`279
`
`
`SERVER
`
`
`
`275
`
`
`
`
`
`
`
`
`FIG. 26
`
`
`
`
`276
`
`DUMMY
`
`ANSWERING
`
`SYSTEM
`
`
`
`
`
`
`
`
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 20
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 20
`
`
`
`U.S. Patent
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 20 of 22
`
`
`5,558,339
`
`
`
`($)
`
`
`
`TELECOMPUTER
`
`
`
`273
`
`
`
`TELEPHONE CALL
`
`
`2
`
`
`80
`
`TELECOMPUTER
`
`
`
`274
`
`
`
`|(S
`
`
`
`TELEPHONE CALL
`
`279
`
`
`
`
`
`
`SERVER
`
`
`
`
`
`DUMMY
`
`
`
`ANSWERING
`
`
`
`076
`SYSTEM
`
`
`
`
`
`FIG. 27
`
`
`
`
`
`
`
`TELECOMPUTER
`
`
`
`
`
`TELEPHONE CALL
`
`280
`
`
`
`
`273
`
`
`
`TELECOMPUTER
`
`
`
`274
`
`
`
`
`
`
`SERVER
`
`
`
`
`
`
`
`
`FIG. 23
`
`
`
`theANSWERINGSYSTEMthe
`
`
`
`
`
`
`
`
`
`
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 21
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 21
`
`
`
`U.S. Patent
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 21 of 22
`
`
`5,558,339
`
`
`
`
`
`SYSTEMS ADMINISTRATIONSITE 370
` PUBLIC
`
`
`COMPUTER
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`---- ae
`
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`1\.386
`|
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`POO TS |
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`
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`
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`|
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`HOME
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`LAN 395
`
`COMPUTER
`
`
`
`
`
`
`
`
`
`
`FIG. 29
`
`
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 22
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 22
`
`
`
`U.S. Patent
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`
`Sheet 22 of 22
`
`
`|
`
`5,558,339
`
`
`
`
`
`USER
`
`281
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`COMPUTER
`
`
`
`284
`
`
`
`
`USER
`
`
`
`
`282
`
`
`CONFERENCE
`CALLING
`
`EQUIPMENT
`
`287
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`WANINTERFACE
`
`
`CONCENTRATOR
`
`
`290
`
`291
`
`
`
`
`
`
`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 OF
`
`
`
`REAL-TIME VIDEO GAMES
`
`
`
`
`
`
`
`
`CROSS-REFERENCE TO RELATED
`
`APPLICATIONS
`
`
`
`
`
`
`
`The following co-pending U.S. patent applications relate
`
`
`
`
`
`
`
`to the present application. Each of the listed co-pending
`
`
`
`
`
`
`
`applications are assigned to the same assigneeas the present
`
`application.
`
`
`
`
`
`
`
`
`
`1) U.S. 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) U.S. patent application Ser. No. 08/238,477, Filed May
`5, 1994, and rifled, “AN IMPROVED NETWORK
`
`
`
`
`
`
`
`ARCHITECTURE TO SUPPORT MULTIPLESITE
`
`
`
`
`REAL-TIME VIDEO GAMES”
`
`
`
`
`
`
`
`
`
`
`
`
`3) U.S. patent application Ser. No. 08/238,456, Filed May
`5, 1994, and titicd, “AN IMPROVED MODEM TO
`
`
`
`
`
`
`
`SUPPORT MULTIPLE SITE CALL, CONFERENCED
`
`
`
`
`
`DATA COMMUNICATIONS.”
`
`
`
`
`
`
`
`
`
`
`
`4) U.S. patent application Ser. No. 08/254,154, Filed Jun.
`6, 1994, and titled, “IMPROVED VIDEO GAME
`
`
`
`
`
`
`
`ENHANCER WITH INTEGRAL MODEM AND
`
`
`
`
`
`SMART CARD INTERFACE”
`
`
`
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`
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`
`
`20
`
`
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`
`
`2
`
`
`
`
`
`
`
`
`miles away, the gameplays 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
`
`
`
`
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`
`
`“non-real-time” games. Twitch gamesare gamesthat require
`
`
`
`
`
`
`
`
`split-second game control by players and cannot tolerate
`
`
`
`
`
`
`arbitrary communication latencies or delays. Twitch games
`
`
`
`
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`
`
`
`
`
`are by far the most popular category of video gamcs—
`
`
`
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`
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`
`
`
`typically all Top Ten gamesare twitch games—andinclude
`
`
`
`
`
`
`games such as “MORTAL KOMBAT™”, “JOHN MAD-
`DEN FOOTBALL,” “SONIC THE HEDGEHOG™,”and
`
`
`
`
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`
`
`
`
`“SUPER MARIO BROTHERS™.”Typically, twitch games
`
`
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`
`
`
`require less than 100 millisecond communications latency
`
`
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`
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`(i.e. delay for a player’s action to take effect on the screen)
`
`
`
`
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`
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`for the gamesto be playable. Twitch games usually can not
`
`
`
`
`
`tolerate varying delays in communicationslatency.
`
`
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`
`
`Non-real-time games are gamesthat are possible Lo play
`
`
`
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`
`
`with substantial communications latency and with varying
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`
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`
`
`
`communications latency. Obvious games in this genre are
`
`
`
`
`
`
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`“strategy” games such a chess and backgammon,but there
`
`
`
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`
`
`
`are also moderate action games such as adventure games
`
`
`
`
`like “RETURN TO ZORK™”by “ACTIVISION!™” or the
`
`
`
`
`“KING’S QUEST™”series from “SIERRA ON-LINE™”.
`The “AT&T IMAGINATION NETWORK™”is an on-line
`
`
`
`
`
`
`
`
`
`service specializing in such non-real-time games, Non-real-
`
`
`
`
`
`
`
`time games make up a much smaller market than twitch
`games.
`
`
`
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`
`
`One would think that with the popularity of multi-player
`
`
`
`
`
`
`
`twitch games, on-line services such as the “IMAGINATION
`
`
`
`
`
`
`
`
`NETWORK™”would offer twitch games for their users.
`
`
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`
`
`
`However, these services do not offer such games; because,
`
`
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`
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`
`
`
`
`
`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
`
`
`
`
`
`
`
`
`
`
`
`
`
`WORK"™” lease capacity on data-access networks such as
`“SPRINTNET™”and “TYM NET!™”. Such networkspro-
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`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
`
`
`
`
`
`
`
`
`X.25 protocol) into the on-line service’s computing facility.
`
`
`
`
`
`
`
`There are substantial (and often unpredictable) latencies
`
`
`
`
`
`
`
`through such an architecture. Each modem in the commu-
`nications chain introduceslatencies as high as 20 or 30 msec
`
`
`
`
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`
`
`
`
`
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`
`
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`(varying by modem manufacturer and model). The tele-
`
`
`
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`
`
`
`phone network introduces latencies (although they are mini-
`
`
`
`
`
`
`
`
`mal within a local calling area), WANsintroduce unpredict-
`
`
`
`
`
`
`
`
`able latencies (as much as
`1.5 seconds round-irip).
`In
`
`
`
`
`
`
`
`addition, the on-line service’s computers themselves intro-
`
`
`
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`
`
`
`duce latencies, typically increasing as the numberofactive
`users increases.
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`
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`
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`
`As aresult, remote multi-player twitch games can only be
`
`
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`
`
`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
`
`
`
`
`
`
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`networks. Consequently, on-line services are limited to
`
`
`
`
`hosting non-real-time multi-player games.
`
`
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`
`
`
`
`
`It should also be noted that public data access networks
`
`
`
`
`
`
`such as “SPRINTNET™” are quite expensive to use, costing
`
`
`
`
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`
`
`
`
`up to $6 per hourper 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
`
`
`
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`
`
`
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`
`
`
`
`
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`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 thepotential of using the
`
`
`
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`
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`
`
`
`
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`
`
`
`
`
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`
`
`30
`
`35
`
`BACKGROUND OF THE INVENTION
`
`
`1. Field of the Invention
`
`
`
`
`This invention is in the field of telecommunications,as it
`
`
`
`
`
`
`
`
`
`
`rclatcs to intcractive, multi-player computer games.
`
`
`
`
`2. Description of Related Art
`
`
`
`
`
`
`
`
`From the very first video gamesto those of today, many
`
`
`
`
`
`
`
`
`video games have been designed to be played by two or
`
`
`
`
`
`
`
`
`more players simultaneously. Perhaps the very first vidco
`
`
`
`
`
`
`
`game, “Pong,” by ATARI", Inc. involved two simultaneous
`
`
`
`
`
`
`
`
`
`players, cach player located near the game console., and
`
`
`
`
`
`
`
`controlling one of the “paddles” to control an object on the
`screen.
`
`
`
`
`
`
`
`
`
`
`Today, two decadeslater, several of the “Top Ten” home
`
`
`
`
`
`
`
`
`video gamesare designed for two or more players. Among
`them are MORTAL KOMBAT"
`distributed
`by
`
`
`
`
`
`
`ACCLAIM", Inc. and JOHN MADDEN FOOTBALL™
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`by “ELECTRONIC ARTS"™”, Inc., both for the “SEGA
`
`
`
`
`
`
`
`
`GENESIS'™” video game system and the “SUPER NIN-
`TENDO ENTERTAINMENT SYSTEM™” video game
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`system. Like the Pong game of long ago, these new gamcs
`
`
`
`
`
`
`
`
`
`involve two or more players located near the game console
`
`
`
`
`
`and each holding a “game controller.”
`
`
`
`
`
`
`
`
`
`In recent years there have also been several examples of
`
`
`
`
`
`
`
`
`two-playcr games that are played remotely through a phone
`
`
`
`
`
`
`
`
`
`line without both players being in the same location.
`
`
`
`
`
`
`
`Examples of such games are F-14 COBRA™, which is
`
`
`
`
`
`
`designed for “MACINTOSH™™”computers equipped with a
`
`
`
`
`
`
`modem and “BALLZ'™” by PF. MAGIC™, Inc. which is
`
`
`
`
`
`
`
`
`designed for Sega Genesis video game systems equipped
`
`
`
`
`
`
`
`
`with a modem. Such gamesfunction by having one copy of
`
`
`
`
`
`
`
`
`
`the game being played running on a game console (or
`
`
`
`
`
`
`personal computer) at each location. Synchronization infor-
`
`
`
`
`
`
`
`
`
`mation is passcd along with gamecontroller data through the
`
`
`
`
`
`
`
`
`modem (along with possibly additional sound or data), and
`
`
`
`
`
`
`
`
`the game runs synchronously at the two locations. Even
`
`
`
`
`
`
`
`though the two players may be hundreds or thousands of
`
`45
`
`50
`
`
`
`55
`
`
`
`60
`
`65
`
`
`
`Petitioner Riot Games,Inc. - Ex. 1030, p. 24
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 24
`
`
`
`.
`
`5,558,339
`
`
`
`
`
`
`
`
`
`20
`
`
`
`25
`
`
`
`
`3
`
`4
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`phone. network. to make an arbitrary pairing of players, one
`to“enforce. comparable: skill-level play.
`there isno way.
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`would-expect that remote multi-player twitch games would
`Skilled players could cali up -weak: players just-to easily
`
`
`
`
`
`
`
`
`be far morc popular. As it turns.out, however, ‘without:an
`
`
`
`
`
`
`
`
`defeat them, which could bea frustrating. experience for:the
`
`
`
`
`
`
`
`online service hosting many simultaneous users, it israther
`
`
`
`
`
`
`
`weak player. 4) Statistics:: Because: players: would’be relied.
`
`
`
`
`
`
`
`
`difficult to. find ‘a partner to playa multi-player game.:The ~
`
`
`
`
`
`
`
`
`upon to-update their own statistics, there is no easy way. to
`
`
`
`
`
`
`
`
`reason for this .can-be easily understood: Ifa given Player A.
`
`
`
`
`
`
`
`verify claims or-resolve disputes between ‘players; Tt would
`
`
`
`
`
`
`
`
`sits down to play“a-remote multiplayer-game, the following
`
`
`
`
`
`
`
`
`be. very difficult fo manage touriamentplay. Arid-even in a
`
`
`
`
`
`
`
`
`conditions must be true in order for Player:A to find a second *
`
`
`
`
`
`
`non-tournament scenario, 1t'would' very difficult to provide
`
`
`
`
`
`
`
`
`
`Player B.-First, Player A must -know..Playcr B’s -phone
`
`
`
`
`
`
`
`afeliable meansfor matching up players of Comparable:skill
`
`
`
`
`
`
`number (or vice-versa). Secondly, Player B ‘tmust.be: avail:
`
`
`
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`
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`
`
`levels since. the actual results of games would always be in
`
`
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`
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`
`
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`
`
`able and willing-to play the gameat the same time. Thirdly,
`
`
`
`
`
`question. 5) Hardware compatibility: Modems are available
`
`
`
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`
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`
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`
`
`Player B’ must have-the same video game and, most likely,
`
`
`
`
`
`
`
`from many different manufacturers, andeach ‘manufacturer
`
`
`
`
`
`
`
`
`the-same video. game system.(or personal computer),
`
`
`
`
`
`
`
`has many~ different. models... These ‘different modems all
`livaddition,the following conditiong are also desirablefor’
`
`
`
`
`
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`
`
`
`
`
`
`
`
`
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`exhibit varying behaviors, some significantly different, some
`
`
`
`
`
`
`
`
`a satisfying. game. between remote players: First; Player B
`
`
`
`
`
`
`
`subtly different.’ Furthermore, in the case of personal -com-
`
`
`
`
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`should be at-a.comparable skill level ‘of Player A. Secondly,
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`puters, there are significant differences between models and
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`if there are multiple pairings of playors.(as in a tournament),
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`configurations of personal computers. Given these. variables,
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`there should: be:
`‘some theans ‘of keeping. track ofeach
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`it-is often: the case that users fail to get their modems to
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`player’s standing.
`to other modems:without’
`technical: assistance.
`cohnect.
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`Clearly, when multiple players-are hosted: by.an on-line
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`Clearly, homié-to-home dialing from one medem to another
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`service such as the “IMAGINATION NETWORK™”, all of
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`is fraught with potential difficilties. And. without customer
`the conditions’ listed above can be addressed. Because there
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`sérvices-(such:as, those provided by on-line services) there
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`.. are-thousands ‘of users, al-any given time, there is always
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`will be a high degree of user’ frustration.
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`someone, available’-to play ‘a’ given”-multi-player game.
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`To. date, there are rio mechanisms to. provide automatic
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`Because: users are already dialed up; there is no need for:a
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`linking of users playing remote; multi-player twitch games,
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`PlayerA to-knowa Player.B’s phone number (an important~
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`assuring inexpensive, private,.convenient, and reliable’con-.
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`privacy issue). Also; it-is not difficult for-an_ on-line service
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`nection. The. itivention ‘described herein provides such ‘an
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`lo maintain statistics. about players, so-it casy. to provide
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`apparalusand method:
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`player ranking and matching of comparable skill players.
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`SUMMARY OF THE INVENTION.
`Unfortunately, as. discussed previously, it is nol currently
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`possible to “play..twitch. games through existing. on-line
`The present invention ‘isan apparatus and: method:for
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`services. Consequently, there is no easy-and reliable way io
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`linking “multiple remote. players. of real-time. games. "The
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`satisfy the conditions‘listed above for. matching players of.a
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`sysiem.of the-present.invention includes'a first computer for
`remote. multi-player. twitch game.
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