`U5005558339A
`
`
`
`
`
`
`
`
`
`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
`
`
`
`
`
`1761
`
`
`[211
`
`[22]
`
`[51]
`
`1521
`
`[58.]
`
`
`156]
`
`
`
`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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`
`
`5,155,768
`5,161,803
`
`5,169,319
`
`5,259,626
`
`
`Appl. No.: 238,303
`
`
`
`Filed:
`May 5, 1994
`
`
`
`A63F 9/24
`Int. Cl.6
`
`
`
`
`
`463/42; 463/41; 463/23
`U.S. Cl.
`
`
`
`
`
`
`Field of Search .................................. 273/433, 434,
`
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`
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`273/435, 436, 437, 438, 439, 85 G, DIG. 28,
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`
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`460; 434/118, 43, 236; 364/410
`
`
`
`
`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
`
`
`
`
`
`
`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
`
`
`
`
`
`
`273/85 G
`
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`
`
`
`ABSTRACT
`
`5,261,820
`11/1993 3ch et a1. .......................... 434/43
`
`
`
`
`
`
`
`
`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
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`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
`
`
`
`
`
`
`
`client application software includes: a) processing logic for
`
`
`
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`
`
`
`saving game information indicative of the interaction
`
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`
`
`
`
`
`
`
`
`between a player of 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
`
`
`
`
`
`
`
`
`
`c) processing logic for uploading the game information to 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
`
`
`
`
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`
`
`
`the video game on the computer using the game information
`
`
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`
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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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`52
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`1
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`III
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`DN-LINE
`SVSTEM
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`INTER-REGION
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`Petitioner Valve - Ex. 1030, Page 1
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 1
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 1
`
`Petitioner Valve - Ex. 1030, Page 1
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`
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`US. Patent
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`
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`
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`Sep. 24, 1996
`
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`sheet 1 of 22
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`5,558,339
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`LOCAL CALLING AREA
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`I I I I I
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`WAN 25
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`PRIOR ART
`PRIOR ART
`
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`TRANSPORT
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`SERVER
`
`
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`120 £21
`
`149
`5A
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`— _ T TochLEAL'LTNG—AREA_ _ _ I
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`Petitioner Valve - Ex. 1030, Page 2
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 2
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 2
`
`Petitioner Valve - Ex. 1030, Page 2
`
`
`
`
`US. Patent
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`Sep. 24, 1996
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`Sheet 2 of 22
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`5,558,339
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`15
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`99 fl»\ 100 MI
`____~_~_._1_
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`85 WATS CALL 117
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`LOCAL CALI. 115 LOCAL CALL 116
`LOCAL CALI. 111 LOCAL CALL 112
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`Petitioner Valve - Ex. 1030, Page 3
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 3
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 3
`
`Petitioner Valve - Ex. 1030, Page 3
`
`
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`
`US. Patent
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`
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`Sep.24, 1996
`
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`Sheet 3 0f 22
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`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
`
`
` 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
`
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`COMPUTER. PLAY GAME.
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`TO USER B'S COMPUTER. PLAY GAME.
`
`
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`
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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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`
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`LOGOUT FROM ON-LINE SERVICE
`
`
`
`
`AND HANG UP FROM MODEM POOL
`
`
`
`
`
`USER A
`344
`STOP
`
`342
`
`
`
`FIG. 3
`
`Petitioner Valve - Ex. 1030, Page 4
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 4
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 4
`
`Petitioner Valve - Ex. 1030, Page 4
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 4 of 22
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`5,558,339
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` ON—LINE
`
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`SYSTEM
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`TRANSPORT TO
`
`OTHER WAN LOCATIONS
`
`
`
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`
`
`WAN
`
`
`_____________ LEGA—I. cXLLI'KIG XREKEE I
`
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`|
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`
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`I— “ “ — — ". ————— I
`I— —————————— I
`
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`
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`
`USERASHOME
`139‘
`USERB'SHOME
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`
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`
`
`NUMBER SYSTEM
`
`
`IMPROVED
`
`SERVER
`
`
`151”
`
`
`139
`
`
`
`FIG. 4
`
`Petitioner Valve - Ex. 1030, Page 5
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 5
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 5
`
`Petitioner Valve - Ex. 1030, Page 5
`
`
`
`
`U.S. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`Sheet 5 of 22
`
`
`5,558,339
`
`
`
`I
`
`
`
`
`
`
`
`
`
`WANlfl
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`
`
`
`INTERFACE
`TRANSPORTTO
`OTHER WAN LOCATIONS
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`
`
`
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`
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`123 '
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`____________________________ L—OCAT CALLNG XREXEE I
`LOCAL WAN ACCESS FACILITY 1|
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`
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`
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`139
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`
`FIG. 5
`
`Petitioner Valve - Ex. 1030, Page 6
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 6
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 6
`
`Petitioner Valve - Ex. 1030, Page 6
`
`
`
`
`
`US. Patent
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 6 of 22
`
`5,558,339
`
`
`
`
`TRANSPORT TO
`'OTHER WAN LOCATIONS
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`
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`
`1%5
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`SYSTEM
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`LOCAL CALLING AREA 12_& I
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`
` LOCAL ACCESS
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`NUMBER SYSTEM
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`IMPROVED
`
`SERVER
`
`
`
`
`151
`
`
`
`139
`
`
`
`
`FIG. 6
`
`Petitioner Valve - Ex. 1030, Page 7
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 7
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 7
`
`Petitioner Valve - Ex. 1030, Page 7
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`Sheet 7 of 22
`
`
`5,558,339
`
`
`
`ON-LINE SERVICE
`
`
`ON-LINE
`
`
`
`SYSTEM
`
`
`
`
`
`WAN 125
`WAN
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`
`IMPROVED
`TRANSPORT TO
`125
`INTERFACE
`OTHER WAN LOCATIONS
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`
`123 I
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`WAN
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`LOCAL WAN ACCESS FACILITY I
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`I I I I I
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`1.33
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` LOCAL ACCESS
`
`151
`
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`1.33
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`
`
`
`FIG. 7
`
`
`
`Petitioner Valve - Ex. 1030, Page 8
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 8
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 8
`
`Petitioner Valve - Ex. 1030, Page 8
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 8 of 22
`
`5,558,339
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`
`
`
`
`
`
`
`
`
`-1515
`
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`COMPUTER
`
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`
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`r‘ T — _us_ERE'sF0M—E _ _ EA'
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`'— _ _ ~US—ERES-ITOIE _ _ 135'
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`LOCAL
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`CALL 194
`
`
`
`LOCAL CALL 195
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`COMPUTER
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`'— — _ —US—ERESITOIIE — _ 535'
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`I— —————————— I
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`
`174
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` COMPUTER
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`CLIENT
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`
`
`Petitioner Valve - Ex. 1030, Page 9
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 9
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 9
`
`Petitioner Valve - Ex. 1030, Page 9
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`Sheet 9 of 22
`
`
`5,558,339
`
`
`
`'— _ _ —US—ERASFOAEE _ — Ez'
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`
`'— _ — —US_ERES;OM—E
`
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`153'
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`LOCAL CALL 195
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`'— — — _Us_EH—ESF0LE — — 135'
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`
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`
`Petitioner Valve - Ex. 1030, Page 10
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 10
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 10
`
`Petitioner Valve - Ex. 1030, Page 10
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`Sheet 10 of 22
`
`
`5,558,339
`
`
`
`
`
`
`
`I
`
`
`'— _ _ _Us—ERASFOIIE _ _ 132'
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`COMPUTER MOD-M I
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`
`Petitioner Valve - Ex. 1030, Page 11
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 11
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 11
`
`Petitioner Valve - Ex. 1030, Page 11
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`Sheet 11 of 22
`
`
`
`5,558,339
`
`
`
`
`
`
`r _ _ —US—ERES;OIIE * _ 1313'
`:n
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`
`Petitioner Valve - Ex. 1030, Page 12
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 12
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 12
`
`Petitioner Valve - Ex. 1030, Page 12
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`Sheet 12 of 22
`
`
`5,558,339
`
`
`
`1-0
`
`
`
`’200
`
`
`
`201
`
`
`
`600 HZ
`
`
`CALLING MODEM:
`
`
`ANSWERING MODEM:
`
`
`
`1800 Hz
`
`
`1200 HZ
`
`TX
`
`
`RX
`
`
`
`FIG. 12
`
`
`
`3000 Hz
`
`
`3600 HZ
`
`
`2400 H2
`
`RX
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`
`
`
`TX
`
`\
`
`205
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`206
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`
`3600 Hz
`
`
`MODEMZA TX
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`MODEM:E RX
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`MODEMIC RX
`
`MODEM:D RX
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`MODEM:E RX
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`MODEM:F RX
`
`MODEM:G RX
`
`MODEM:H RX
`
`
`TX
`
`RX
`
`RX
`
`RX
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`RX
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`RX
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`RX
`
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`
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`
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`RX
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`RX
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`RX
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`TX
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`RX
`
`RX
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`RX
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`RX
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`RX
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`RX
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`RX
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`RX
`
`RX
`
`RX
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`RX
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`RX
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`RX
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`RX
`
`TX
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`
`RX
`
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`RX
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`RX
`
`RX
`
`RX
`
`RX
`
`RX
`
`RX
`
`TX
`
`
`FIG. 13
`
`
`
`Petitioner Valve - Ex. 1030, Page 13
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 13
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 13
`
`Petitioner Valve - Ex. 1030, Page 13
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 13 0f 22
`
`5,558,339
`
`
`
`
`
`
`2191
`
`I I I
`
`
`LOS ANGELES
`3 MILES
`
`
`
`
`
`
`
`
`USER H229 '
`
`
`226
`
`
`
`
`
`1750 MILES
`
`
`
`
`
`
`
`
`
`
`I I I | | I I I I |
`
`I I | I I I I I I | I
`
`CHICAGO
`
`
`
`USER F 21_8
`
`
`5 MILES
`
`
`
`
`225
`
`
`
`224
`
`
`
`USER E 211
`
`3 MILES
`
`
`
`
`
`
`
`
`
`
`USER Dflfi
`
`223
`
`
`
`
`Petitioner Valve - Ex. 1030, Page 14
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 14
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 14
`
`Petitioner Valve - Ex. 1030, Page 14
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 14 0f 22
`
`5,558,339
`
`
`
`229
`230
`231
` 228
`
`
`
`
`1.0
`
`
`SHARED SPEECH
`
`
`
`
`CHANNEL
`
`
`
`
`
`
`
`3600 Hz
`
`
`RX
`
`TX
`
`
`
`RX
`
`
`
`RX
`
`RX
`
`RX
`
`
`
`
`RX
`
`
`TX
`
`RX
`
`RX
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`RX
`
`TX
`
`
`
`
`
`
`MODEM:A TX
`
`MODEM:B RX
`
`MODEM:C RX
`
`MODEM:B RX
`
`
`
`
`
`
`
`
`FIG. 15
`
`
`
`
`
`1.0
`
`
`
`
`PRIOR ART BANDLIMITING OF SPEECH
`
`
`
`
`
`INPUT FROM CONFERENCE CALL USER
`
`
`
`
`
`
`FIG. 16
`
`3600 Hz
`
`
`1.0
`
`
`
`
`
`
`
`
`
`IMPROVED BANDLIMITING
`AVAILABLE SPECTRUM
`
`
`
`
`
`
`
`OF SPEECH INPUT FROM
`FOR CONFERENCE CALL
`
`
`
`
`
`
`
`
`CONFERENCE CALL USER
`MODEMS
`
`
`
`
`
`
`
`3600 HZ
`
`
`
`FIG. 17
`
`
`
`Petitioner Valve - Ex. 1030, Page 15
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 15
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 15
`
`Petitioner Valve - Ex. 1030, Page 15
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 15 of 22
`
`5,558,339
`
`
`
`COMMUNICATIONS
`LINK 249
`
`
`
`
`
`
`TELECOMPUTER
`
`
`252
`mm
`
`
`
`
`TELECOMPUTER
`
`
`
`253
`
`
`
`
`
`
`
`SERVER
`
`
`
`
`
`
`
`O -
`FIG.—18
`
`
`
`MEMORY TELECOMPUTER
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`
`
`
`
`
`
`
`
`2110
`
`
`MEMORY I
`
`2%
`252
`
`
`
` TELECOMPUTER
`
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`COMMUNICATIONS
`
`
`
`I LINK 249
`
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`
`
`
`TELECOMF’UTER
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`MEMORY I
`245
`
`253
`
`L
`
`SERVER
`
`MEMORY
`
`254 ”
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`TELECOMPUTERM_MORY
`_RECORD OF CONTROLLER INPUT
`
`
`
`
`FIG. 19
`
`
`
`TELECOMPUTERMEMORY
`
`241
`
`2:43
`
`Petitioner Valve - Ex. 1030, Page 16
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 16
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 16
`
`Petitioner Valve - Ex. 1030, Page 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
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`
`
`
`
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`
` COMMUNICATIONS
`
`
`
`SERVER
`
`MEMORY
`£51
`
`
`I
`
`LINK 250
`
`
`
`
`
`
`
`
`TELECOMPUTER
`MEMORY
`2g
`
`2A3
`
`
`
`
`FIG. 20
`
`
`
`
`
`TELECOMPUTER
` MEMORY
`m
`m m
`253
`
`TELECOMPUTER
`
`
`
`
`
`
`
`
`
`
`
`
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`@ TELECOMPUTER
`
`
`‘
`
`255
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`
`
`SERVER
`
`MEMORY
`251
`
`-
`
`254
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`COMMUNICATIONS
`LINK 251
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`TELECOMPUTER
`
`MEMORY I
`241
`
`25.3
`
`256
`
`
`
`
`
`
`FIG. 21
`
`Petitioner Valve - Ex. 1030, Page 17
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 17
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 17
`
`Petitioner Valve - Ex. 1030, Page 17
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 17 of 22
`
`5,558,339
`
`
`
`
`
`K COMMUNICATION
`
`LINK 265
`
`
`
`I SERVER
`
`
`
`USER
`A
`
`
`25B
`
`TELECOMPUTER
`
`
`
`ZBQ
`
`
`
`
`
`
`
`COMMUNICATIONS
`LINK 264
`
`
`
`
`
`
`
`
`
`
`
`FIG. 22
`
`TELECOMPUTER
`
`
`
`251
`
`
`
`
`
`USER
`5
`
`
`253
`
`
`
`S
`
`COMMUNICATIONS
`LINK 266
`
`
`
`
`'
`
`
`
`262
`
`
`
`FORWARDING
`
`TELECOMPUTEFI
`
`263
`
`
`
`
`
`
`
`Petitioner Valve - Ex. 1030, Page 18
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 18
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 18
`
`Petitioner Valve - Ex. 1030, Page 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 268
`\
`
`
`
`\
`\
`
`
`SERVER
`
`
`
`252
`
`FORWARDING
`
`TELECOMPUTER
`
`263
`
`
`
`
`
`
`
`
`
`
`FIG. 2 3
`
`
`
`
`
`
`
`USER
`A
`
`258
`
`
`TELECOMPUTER
`
`
`
`259
`
`
`
`
`
`USER
`B
`
`
`25.8
`
`
`
`USER
`B
`
`25.3
`
`
`
`
`TELECOMPUTER
`
`
`
`261
`
`
`
`INITIATED
`I’
`
`
`COMMUNICATIONS /
`LINK 269
`
`
`
`I
`
`FORWARDED
`
`
`
`COMMUNICATIONS
`LINK 27o
`
`
`
`
`
`
`
`
`
`COMMUNICATIONS
`LINK 266
`
`
`
`SERVER
`
`
`
`25.2
`
`
`
`I
`
`
`
`
`
`
`
`FORWARDING
`
`TELECOMPUTER
`
`263
`
`
`
`
`
`
`
`FIG. 24
`
`Petitioner Valve - Ex. 1030, Page 19
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 19
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 19
`
`Petitioner Valve - Ex. 1030, Page 19
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 19 of 22
`
`5,558,339
`
`
`
`TELECOMPUTER
`
`
`
`
`
`22.3
`
`
`
`TELECOMPUTER
`
`
`
`22
`
`
`
`TELEPHONECALLSJI
`
`
`277
`
`
`TELEPHONECALLS
`
`278
`
`
`
`
`
`
`
`DUMMY
`
`ANSWEMNG
`
`
`SYSTEM
`
`
`
`215
`
`
`
`SERVER
`
`
`
`
`
`
`
`
`
`
`FIG.
`
`25
`
`
`
`
`
`
`
`@ TELECOMPUTER 213
`
`
`
`
`
`SERVER
`
`
`
`'
`
`225
`
`
`FIG.
`26
`
`TELECOMPUTER
`
`
`
`2E
`
`
`
`
`
`TELEPHONECALL/
`
`
`279
`
`
`
`
`
`
`
`
`
`DUMMY
`
`ANSWERING
`
`
`
`
`215
`
`
`
`SYSTEM
`
`Petitioner Valve - Ex. 1030, Page 20
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 20
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 20
`
`Petitioner Valve - Ex. 1030, Page 20
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep. 24, 1996
`
`
`
`
`Sheet 20 of 22
`
`5,558,339
`
`
`
`
`
`
`@ 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 Valve - Ex. 1030, Page 21
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 21
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 21
`
`Petitioner Valve - Ex. 1030, Page 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
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`:
`l
`
`
`
`
`
`353
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`
`
`
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`r‘ __________
`
`I I
`
`USERA
`|3§§
`
`362
`:
`l ___________
`
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`
`
`
`
`
`
`
`
`
`
`
`
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`
`
`
`
`
`
`
`
`I
`I
`
`COMPUTER
`353
`
`
`I“
`INTERFACE 35a
`CUENT
`
`
`
`I
`___________
`
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`
`l USERc
`353
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`
`364
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`._ ——
`
`
`31$!
`USER
`D
`
`
`
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`
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`
`
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`___________
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`LAN355
`
`
`
`
`
`COMPUTER
`
`
`
`
`
`
`
`
`FIG. 29
`
`
`
`Petitioner Valve - Ex. 1030, Page 22
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 22
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 22
`
`Petitioner Valve - Ex. 1030, Page 22
`
`
`
`
`US. Patent
`
`
`
`
`
`Sep.24, 1996
`
`
`
`
`Sheet 22 of 22
`
`>
`
`5,558,339
`
`
`
`
`
`USAER
`251
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`2.82
`
`
`COMPUTER
`28.4
`
`
`
`
`USBER
`
`
`
`
`CONFERENCE
`CALLING
`
`EQUIPMENT
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`CONCENTRATOR
`
`
`299
`
`WAN INTERFACE
`
`
`
`gm
`
`
`
`
`
`
`
`
`
`SERVER
`
`
`
`
`
`
`
`
`FIG. 30
`
`
`
`Petitioner Valve - Ex. 1030, Page 23
`
`Petitioner Riot Games, Inc. - EX. 1030, p. 23
`
`Petitioner Riot Games, Inc. - Ex. 1030, p. 23
`
`Petitioner Valve - Ex. 1030, Page 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 HEDGEHOGTM,” 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.
`
`
`
`
`
`Non-real-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 on-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”
`
`
`
`
`
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`BACKGROUND OF THE INVENTION
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`1. Field of the Invention
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`This invention is in the field of telecommunications, as it
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`relates to interactive, multi-player computer games.
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`2. Description of Related Art
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`From the very first video games to those of today, many
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`video games have been designed to be played by two or
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`more players simultaneously. Perhaps the very first video
`game, “Pong,” by ATARI'I'M, Inc. involved two simultaneous
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`players, each player located near the game console, and
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`controlling one of the “paddles” to control an object on the
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`screen.
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`Today, two decades later, several of the “Top Ten” home
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`video games are designed for two or more players. Among
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`them are MORTAL
`KOMBATTM distributed
`by
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`ACCLAIM’W, Inc. and JOHN MADDEN FOOTBALL'I'M
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`by “ELECTRONIC ARTS'I'M”,
`lne., both for the “SEGA
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`GENESISTM” video game system and the “SUPER NIN—
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`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 01' 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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`Petitioner Valve - Ex. 1030, Page 24
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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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`Petitioner Valve - Ex. 1030, Page 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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`on-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 condit