Network protocol for switching between plain text and compressed modes
US-2018295069-A1 · Oct 11, 2018 · US
US10348795B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-10348795-B2 |
| Application number | US-201715655558-A |
| Country | US |
| Kind code | B2 |
| Filing date | Jul 20, 2017 |
| Priority date | Apr 6, 2017 |
| Publication date | Jul 9, 2019 |
| Grant date | Jul 9, 2019 |
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Technologies are described for enabling interactivity with video games by viewers of a live video game streaming service. For example, messages can be received indicating interactive control events initiated by remote viewers of a live interactive video game stream. A control state data structure can be maintained that comprises control state for the received interactive control events. The control state data structure can maintain separate control state for each of a plurality of time periods (e.g., each time period corresponding to one or more video frames). Actions in the video game can be activated based on the control state data structure.
Opening claim text (preview).
What is claimed is: 1. A computing device comprising: a processing unit; and memory; the processing unit configured to execute computer instructions performing operations for managing interaction for a live interactive video game stream, the operations comprising: receiving messages indicating interactive control events initiated by remote viewers of the live interactive video game stream using interactive controls; maintaining a control state data structure that comprises control state for the received interactive control events, wherein the control state data structure maintains separate control state for each of a plurality of time periods comprising a previous time period, a current time period, and a next time period, each time period corresponding to one or more video frames; activating actions in a video game based on the control state data structure; and based at least in part on receiving an indication that the video game is switching to the next time period: moving the current time period control state to the previous time period control state; moving the next time period control state to the current time period control state; and clearing the next time period control state. 2. The computing device of claim 1 , wherein the computing device is a broadcasting device that broadcasts the live interactive video game stream which is generated from the video game, wherein the interactive control events are received by a game interaction manager running on the broadcasting device from a live interactive video game streaming service, wherein the live interactive video game streaming service receives the interactive control events from the remote viewers operating viewer computing devices, and wherein the actions in the video game are activated in real-time with less than one second latency. 3. The computing device of claim 1 , wherein the interactive control events are added to the control state data structure for the next time period. 4. The computing device of claim 1 , wherein the control state data structure comprises: a first snapshot of control state associated with the previous time period; a second snapshot of control state associated with the current time period; and a third snapshot of control state associated with the next time period. 5. The computing device of claim 1 , wherein maintaining the control state data structure that comprises control state for the received interactive control events comprises: aggregating interactive control events for a same interactive control across a plurality of viewers. 6. The computing device of claim 1 , wherein maintaining the control state data structure that comprises control state for the received interactive control events comprises: maintaining separate control state for a same interactive control for each of a plurality of viewers. 7. The computing device of claim 1 , wherein the actions are activated in the video game with less than one-second latency from when the interactive control events are initiated by the remote viewers. 8. The computing device of claim 1 , wherein each time period is one video frame, and wherein the control state data structure comprises: a first snapshot of control state associated with a previous video frame; a second snapshot of control state associated with a current video frame; and a third snapshot of control state associated with a next video frame. 9. The computing device of claim 1 , the operations further comprising: receiving a query for a specific interactive control; determining that a control state record does not exist for the specific interactive control; based at least in part on determining that the control state record does not exist: creating the control state record for the specific interactive control; and initializing the created control state record with default values, wherein the default values return a valid result when queried. 10. A method, implemented by a computing device, for managing interaction for a live interactive video game stream, the method comprising: receiving messages indicating interactive control events initiated by remote viewers of the live interactive video game stream using interactive controls; maintaining a control state data structure that comprises control state for the received interactive control events, wherein the control state data structure maintains separate control state for each of a plurality of time periods, each time period corresponding to one or more video frames; receiving a query for a specific interactive control; determining that a control state record does not exist for the specific interactive control; based at least in part on determining that the control state record does not exist: creating the control state record for the specific interactive control; and initializing the created control state record with default values, wherein the default values return a valid result when queried; and activating, in real-time, actions in a video game based on the control state data structure. 11. The method of claim 10 , wherein the control state data structure maintains control state for each of a previous time period, a current time period, and a next time period, and wherein the interactive control events are added to the control state data structure for the next time period. 12. The method of claim 11 , further comprising: based at least in part on receiving an indication that the video game is switching to the next time period: moving the current time period control state to the previous time period control state; moving the next time period control state to the current time period control state; and clearing the next time period control state. 13. The method of claim 10 , wherein each time period is one video frame, and wherein the control state data structure comprises: a first snapshot of control state associated with a previous video frame; a second snapshot of control state associated with a current video frame; and a third snapshot of control state associated with a next video frame. 14. A computer-readable storage medium storing computer-executable instructions for causing a computing device to perform operations for managing interaction for a live interactive video game stream, the operations comprising: receiving messages indicating interactive control events initiated by remote viewers of the live interactive video game stream using interactive controls; maintaining a control state data structure that comprises control state for the received interactive control events, wherein the control state data structure maintains separate control state for each of a plurality of video frames, wherein the control state data structure comprises: a first snapshot of control state associated with a previous video frame; a second snapshot of control state associated with a current video frame; and a third snapshot of control state associated with a next video frame; adding the interactive control events to the control state data structure for the next video frame; and activating, in real-time, actions in a video game based on the control state data structure. 15. The computer-readable storage medium of claim 14 , the operations further comprising: based at least in part on receiving an indication that the live interactive video game is switching to the next video frame: moving the current video frame control state to the previous video frame control state; moving the next video frame control state to the current video frame control state; and clearing the next video frame control state.
Watching games played by other players · CPC title
Communicating with other players during game play, e.g. by e-mail or chat · CPC title
Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video · CPC title
Partially or entirely replaying previous game actions · CPC title
Signal distribution or switching · CPC title
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