EP1558981A2 - Data management method for running an interactive software - Google Patents

Data management method for running an interactive software

Info

Publication number
EP1558981A2
EP1558981A2 EP03740648A EP03740648A EP1558981A2 EP 1558981 A2 EP1558981 A2 EP 1558981A2 EP 03740648 A EP03740648 A EP 03740648A EP 03740648 A EP03740648 A EP 03740648A EP 1558981 A2 EP1558981 A2 EP 1558981A2
Authority
EP
European Patent Office
Prior art keywords
message
software
challenger
opponent
management method
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
EP03740648A
Other languages
German (de)
French (fr)
Inventor
Minh Le
Gilles Ambone
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Alcatel Lucent SAS
Original Assignee
Alcatel CIT SA
Alcatel SA
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Alcatel CIT SA, Alcatel SA filed Critical Alcatel CIT SA
Publication of EP1558981A2 publication Critical patent/EP1558981A2/en
Ceased legal-status Critical Current

Links

Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L65/00Network arrangements, protocols or services for supporting real-time applications in data packet communication
    • A63F13/10
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/537Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for exchanging game data using a messaging service, e.g. e-mail, SMS, MMS

Definitions

  • the present invention relates to a data management method for the execution of interactive software. It relates more precisely to a data management method between at least two electronic communication stations, the users of which are known as the challenger and the opponent, are intended to interact interactively for the development of software.
  • a particular application of this process is the unfolding of an interactive game software whose players, challenger and opponents, can communicate electronically by the mobile telephone network by means of SMS (in English Short Message Service) or by the telephone network mobile and Internet using MMS (Multimedia Message Service), EMS (Enhanced Message Service) or Email,
  • a server is systematically used, equipped with game software and managing all data transmitted between players, challenger and opponents.
  • the communication of this data is done by the mobile phone network and the Internet by SMS or
  • the management of challenges is done as follows. From a first position, the challenger sends his challenge to the server. This challenge can be sent to an opponent who, if he accepts it, sends an acceptance message to the server. The software can then take place on the server which then sends the results of the game to the two players.
  • Such management requires at least the exchange of five electronic messages between players and server.
  • the sessions communications are initiated either by one of the stations or by the server. This leads to a complexity of the billing method in the case of sessions opened by the server, the players being the customers.
  • the invention solves these problems and, to do this, proposes a method for managing data between at least two electronic communication stations whose users, known as the challenger and the opponent, are intended to cooperate interactively for the development of software to be instantiated.
  • said interactive software characterized in that the two stations are equipped with said software, the challenger sends a first electronic message containing at least a first part of the instantiated software and the opponent sends a second electronic message linked to the first and containing a second part of software instantiated, the software then running on each workstation,
  • the first and second messages are sent directly to the other station
  • the challenger knows the opponent and directly transmits his challenge to it.
  • the first message contains the proposed progress of the challenger and the second message contains the response of the opponent and is linked to said first message.
  • the two stations then having all the information for the progress of the software, that -this can take place on each station.
  • said communication stations are mobile telephone stations and said messages are SMS.
  • the first and second messages are sent to a server.
  • the challenger presents his challenge on the server, his proposal can be open to any opponent. It is also thus possible to process the response of several opponents.
  • the first message contains the proposed progress of the challenger and the second message contains the response of the opponent, the server sending said proposal to the opponent in the same communication session as the second message.
  • the server can send a URL address to the challenger in the same communication session as the first message, this address being queried by the challenger to obtain said response or the server sends a URL address to the challenger after receiving the second message, this address being queried by the challenger to obtain said response.
  • said communication stations are mobile telephone stations.
  • the invention also relates to a mobile telephone set comprising electronic communication means for implementing the method specified above, characterized in that it is equipped with interactive software and includes instantiation and programming means. software parts and means for transmitting and receiving software parts by said communication means.
  • the invention is described below in more detail using figures showing only a preferred embodiment of the invention.
  • Figure 1 is a schematic view showing a first variant of the method according to the invention.
  • Figures 2 to 4 are schematic views showing a multiplayer mode according to this first variant of the method according to the invention.
  • FIGS. 5 to 7 are schematic views showing a second variant of the method according to the invention.
  • two electronic communication stations C and O which can be mobile telephone stations or computers, can communicate via the mobile telephone network and / or the Internet by means of SMS, MMS, EMS or Emails.
  • the user of station C is the challenger and that of station O is an opponent, these two stations being equipped in their own computing device with interactive software, preferably game software.
  • this game can be a robot war simulation game
  • the challenger creates a robot by programming.
  • each robot is defined by three characteristics which are "weapon”, "armor” and "memory”.
  • Each memory module allows an instruction code. Examples of instructions are: advance, fire, pause .., These instructions determine the behavior of the robot. Robot fights take place in an arena that can be chosen from a series of different arenas.
  • no server is associated.
  • the challenger knows his opponent and sends him by his station C a challenge or challenge by SMS, MMS, EMS or Email, constituting a first P message.
  • This first P message contains his proposal for running the software, ie in the example game described below above, his programmed robot and the associated arena, If he accepts this challenge, the opponent sends to station C by his station O a second message containing his response Re to the proposal, either his own programmed robot and a link to the first message. The two stations then have all the data for running the software locally.
  • This first variant also applies to the multiplayer game, several players participating simultaneously in the same arena.
  • Such a multiplayer game is shown schematically in Figures 2 to 4.
  • the challenger knows two opponents and sends each of them a challenge or challenge by SMS, MMS, EMS or Email, constituting a first message P.
  • This first message P contains his proposal for running the software, ie in the game example described above, his programmed robot and the associated arena.
  • This message P also contains the list of players in the case of an SMS. Indeed, in the case of an MMS or an Email, this distribution list is systematically included in the message,
  • the first opponent sends by his post Ol a message containing his response Rel to the proposal, either his own programmed robot and a link to the first message, to the station C of the challenger and to the extension 02 of the other opponent of the distribution list,
  • the second opponent sends by his station 02 a second message containing his response to the proposal Re2, either his own programmed robot and a link to the first message, at station C from the challenger and to position Ol from the other opponent of the mailing list, All stations C, Ol and 02 then have all the data for running the software locally, the three robots and the arena being recorded on the three stations.
  • the number of messages initiated per player is therefore equal to the number of players minus 1, i.e. a message in the case of two players shown schematically in Figure 1 and two messages in the case of three players shown schematically in Figures 2 to 4.
  • FIG. 5 shows schematically a second alternative embodiment of the invention.
  • the stations communicate via an S server by SMS or Emails on the mobile telephone network, for example under WAP (Wireless Application Protocol) and the Internet.
  • WAP Wireless Application Protocol
  • the Internet for example, the Internet
  • FIGS ⁇ and 7 show the exchange of messages.
  • a first message 1 is sent by the challenger through a game menu via the WAP protocol.
  • This is his challenge, that is to say in the game example described above, his programmed robot associated with an arena chosen by consulting the game website,
  • the server returns to item C a URL (in English Uniform Resource Locator) designating this resource "arena, robot" in the server as well as a stamp defined by the chosen arena.
  • a stamp is here time information associated with an event. It defines the period of time during which proposition P cannot be modified by the challenger.
  • a second message 2, 3 is sent by an opponent through the Oi stations thanks to their game menu. It contains the response Ri, that is to say in the example of game described above, the robot programmed by the opponent to fight after consultation of the game website.
  • the server S registers this robot Ri in a manner attached to the arena and to the proposed robot P and in return returns to the station Oi the data arena and proposed robot P.
  • the game software can then run on the Oi station locally.
  • the challenger wants to play, within the time period defined by the stamp, he interrogates the URL transmitted previously and records all the responses or robots Ri who have chosen to fight his robot in the arena in question.
  • the game software can then run on station C locally.
  • the URL may not be transmitted to the challenger as previously in the same communication session as the first message but be transmitted to it after reception by the server S of the second message Ri indicating to it at the same time as the responses or robots Ri are available.
  • the stamp is 48 hours and to take account of the message transmission time, the proposal or proposed robot disappears from the opponent's station Oi about 4 hours before the end of the 48-hour period.
  • This second variant also applies to the multiplayer game, several players participating simultaneously in the same arena,
  • the arena can be defined by a maximum number of players or by a period of time.
  • a first message 1 is sent by the challenger through a game menu via the WAP protocol. This is his challenge, either in the example game described above. his programmed robot associated with an arena chosen by consulting the gaming website. In exchange, in the same communication communication session, the server returns to station C a URL designating this resource "robot" in the server as well as a stamp defined by the chosen arena.
  • a message 2 is sent by an opponent of his position Ol through a game menu via the WAP protocol.
  • This is the RI response, i.e. in the example game described above, the robot programmed by the opponent to fight after consulting the game website,
  • the server S registers this RI robot attached to the 'arena and the proposed robot P and in return returns to the post Ol a URL, designating this resource "robot" in the server as well as the stamp.
  • a message 3 is sent by an opponent from his station 02 using a game menu via the WAP protocol.
  • This is the response R2, ie in the example of the game described above, the robot programmed by the opponent to fight after consulting the game website,
  • the server S registers this robot R2 in a way attached to the 'arena and the proposed robot P and in return sends back to station 02 a URL, designating this resource "robot" in the server as well as the stamp,
  • a message 3 is sent by the last opponent of his poset 02 thanks to a game menu via the WAP protocol.
  • This is the answer R3, i.e. in the example game described above, the robot programmed by the opponent to fight after consulting the game website.
  • the server S registers this robot R3 attached to the arena and to the proposed robot P and in return returns to station 03 every data already attached to the arena, i.e. other players' robots.
  • the game software can then take place on station 03 locally.
  • the challenger and the first opponent want to play, within the time period defined by the stamp, they interrogate the corresponding URL transmitted before and record all the responses or robots Ri who have chosen to fight in the arena in question.
  • the game software can then be run on computer C and Ol locally.
  • interactive data management is carried out by means of a single session directly opened by a server, the other sessions being initiated by the players or customers, which limits the need for indirect invoicing.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Information Transfer Between Computers (AREA)
  • Mobile Radio Communication Systems (AREA)

Abstract

The invention concerns a method for managing data between at least two electronic communication stations (C, O) whereof the users called challenger and opponent are designed to co-operate interactively for running a software to be instantiated called interactive programme. The invention is characterized in that the two stations are equipped with said software, the challenger sends a first electronic message (P) containing at least one first part of the instantiated software and the opponent sends a second electronic message (Re) related to the first and containing a second part of the instantiated software, the software being then run on each station (C, O).

Description

PROCEDE DE GESTION DE DONNEES POUR LE DEROULEMENT D'UN METHOD FOR MANAGING DATA FOR THE CONDUCT OF A
LOGICIEL INTERACTIFINTERACTIVE SOFTWARE
La présente invention se rapporte à un procédé de gestion de données pour le déroulement d'un logiciel interactif. Elle concerne plus précisément un procédé de gestion de données entre au moins deux postes de communication électronique dont les utilisateurs dits challengeur et opposant sont destinés à coopérer de façon interactive pour le déroulement d'un logiciel.The present invention relates to a data management method for the execution of interactive software. It relates more precisely to a data management method between at least two electronic communication stations, the users of which are known as the challenger and the opponent, are intended to interact interactively for the development of software.
Une application particulière de ce procédé est le déroulement d'un logiciel de jeu interactif dont les joueurs, challengeur et opposants, peuvent communiquer électroniquement par le réseau de téléphonie mobile au moyen de SMS (en anglais Short Message Service) ou par le réseau de téléphonie mobile et d'Internet au moyen de MMS (Multimedia Message Service), d'EMS (Enhanced Message Service) ou d'Emails,A particular application of this process is the unfolding of an interactive game software whose players, challenger and opponents, can communicate electronically by the mobile telephone network by means of SMS (in English Short Message Service) or by the telephone network mobile and Internet using MMS (Multimedia Message Service), EMS (Enhanced Message Service) or Email,
Un procédé de gestion de données de ce type est décrit dans le document de brevet WO 01/67275.A data management method of this type is described in patent document WO 01/67275.
Selon ce document, un serveur est systématiquement utilisé, équipé du logiciel de jeu et gérant toute donnée transmise entre joueurs, challengeur et opposants. La communication de ces données se fait par le réseau de téléphonie mobile et d'Internet par SMS ouAccording to this document, a server is systematically used, equipped with game software and managing all data transmitted between players, challenger and opponents. The communication of this data is done by the mobile phone network and the Internet by SMS or
Emails.Emails.
La gestion des challenges se fait comme suit. D'un premier poste, le challengeur envoie au serveur son challenge. Ce challenge peut être envoyé à un opposant qui s'il l'accepte, envoie un message d'acceptation au serveur. Le logiciel peut alors se dérouler au sein du serveur qui ensuite envoie aux deux joueurs le résultat du jeu.The management of challenges is done as follows. From a first position, the challenger sends his challenge to the server. This challenge can be sent to an opponent who, if he accepts it, sends an acceptance message to the server. The software can then take place on the server which then sends the results of the game to the two players.
Une telle gestion nécessite au minimum l'échange de cinq messages électroniques entre joueurs et serveur. De plus, les sessions de communications sont initiées soit par un des postes soit par le serveur. Ceci entraîne une complexité du mode de facturation dans le cas des sessions ouvertes par le serveur, les joueurs étant les clients.Such management requires at least the exchange of five electronic messages between players and server. In addition, the sessions communications are initiated either by one of the stations or by the server. This leads to a complexity of the billing method in the case of sessions opened by the server, the players being the customers.
Par ailleurs, un tel procédé nécessite systématiquement un serveur de complexité relativement importante.Furthermore, such a method systematically requires a server of relatively high complexity.
L'invention résout ces problèmes et, pour ce faire, propose un procédé de gestion de données entre au moins deux postes de communication électronique dont les utilisateurs dits challengeur et opposant sont destinés à coopérer de façon interactive pour le déroulement d'un logiciel à instancier dit logiciel interactif caractérisé en ce que les deux postes sont équipés dudit logiciel, le challengeur envoie un premier message électronique contenant au moins une première partie du logiciel instancié et l'opposant envoie un second message électronique lié au premier et contenant une seconde partie de logiciel instancié, le logiciel se déroulant ensuite sur chaque poste,The invention solves these problems and, to do this, proposes a method for managing data between at least two electronic communication stations whose users, known as the challenger and the opponent, are intended to cooperate interactively for the development of software to be instantiated. said interactive software characterized in that the two stations are equipped with said software, the challenger sends a first electronic message containing at least a first part of the instantiated software and the opponent sends a second electronic message linked to the first and containing a second part of software instantiated, the software then running on each workstation,
Selon un premier mode de réalisation préféré, les premier et second messages sont envoyés directement à l'autre poste,According to a first preferred embodiment, the first and second messages are sent directly to the other station,
Selon ce mode de réalisation, le challengeur connaît l'opposant et transmet directement son défi à celui-ci.According to this embodiment, the challenger knows the opponent and directly transmits his challenge to it.
Dans ce cas, avantageusement, le premier message contient la proposition de déroulement du challengeur et le second message contient la réponse de déroulement de l'opposant et est lié audit premier message Les deux postes ayant alors toutes les informations pour le déroulement du logiciel, celui-ci peut se dérouler sur chaque poste.In this case, advantageously, the first message contains the proposed progress of the challenger and the second message contains the response of the opponent and is linked to said first message. The two stations then having all the information for the progress of the software, that -this can take place on each station.
De préférence, lesdits postes de communication sont des postes téléphoniques mobiles et lesdits messages sont des SMS.Preferably, said communication stations are mobile telephone stations and said messages are SMS.
Selon un second mode de réalisation préféré, les premier et second message sont envoyées à un serveur. Selon ce mode de réalisation, le challengeur présente son défi sur le serveur, sa proposition pouvant être ouverte à tout opposant. Il est également ainsi possible de traiter la réponse de plusieurs opposants. Dans ce cas, avantageusement, le premier message contient la proposition de déroulement du challengeur et le second message contient la réponse de déroulement de l'opposant, le serveur envoyant ladite proposition à l'opposant dans la même session de communication que le second message. Le serveur peut envoyer une adresse URL au challengeur dans la même session de communication que le premier message, cette adresse étant interrogée par le challengeur pour obtenir ladite réponse ou le serveur envoie une adresse URL au challengeur après réception du second message, cette adresse étant interrogée par le challengeur pour obtenir ladite réponse.According to a second preferred embodiment, the first and second messages are sent to a server. According to this embodiment, the challenger presents his challenge on the server, his proposal can be open to any opponent. It is also thus possible to process the response of several opponents. In this case, advantageously, the first message contains the proposed progress of the challenger and the second message contains the response of the opponent, the server sending said proposal to the opponent in the same communication session as the second message. The server can send a URL address to the challenger in the same communication session as the first message, this address being queried by the challenger to obtain said response or the server sends a URL address to the challenger after receiving the second message, this address being queried by the challenger to obtain said response.
De préférence, lesdits postes de communication sont des postes téléphoniques mobiles.Preferably, said communication stations are mobile telephone stations.
L'invention concerne également un poste téléphonique mobile comprenant des moyens de communication électronique pour la mise en oeuvre du procédé précisé ci-dessus, caractérisé en ce qu'il est équipé d'un logiciel interactif et comprend des moyens d'instanciation et de programmation de parties de logiciel et des moyens d'émission et de réception de parties de logiciel par lesdits moyens de communication. L'invention est décrite ci-après plus en détail à l'aide de figures ne représentant qu'un mode de réalisation préféré de l'invention.The invention also relates to a mobile telephone set comprising electronic communication means for implementing the method specified above, characterized in that it is equipped with interactive software and includes instantiation and programming means. software parts and means for transmitting and receiving software parts by said communication means. The invention is described below in more detail using figures showing only a preferred embodiment of the invention.
La figure 1 est une vue schématique représentant une première variante du procédé conforme à l'invention. Les figures 2 à.4 sont des vues schématiques représentant un mode multijoueurs selon cette première variante du procédé conforme à l'invention.Figure 1 is a schematic view showing a first variant of the method according to the invention. Figures 2 to 4 are schematic views showing a multiplayer mode according to this first variant of the method according to the invention.
Les figures 5 à 7 sont des vues schématiques représentant une seconde variante du procédé conforme à l'invention,FIGS. 5 to 7 are schematic views showing a second variant of the method according to the invention,
Comme représenté sur la figure 1, deux postes C et O de communication électronique, qui peuvent être des postes téléphoniques mobiles ou des ordinateurs, peuvent communiquer via le réseau de téléphonie mobile et/ou Internet au moyen des SMS, de MMS, d'EMS ou d'Emails.As shown in FIG. 1, two electronic communication stations C and O, which can be mobile telephone stations or computers, can communicate via the mobile telephone network and / or the Internet by means of SMS, MMS, EMS or Emails.
L'utilisateur du poste C est le challengeur et celui du poste O est un opposant, ces deux postes étant équipés dans leur dispositif informatique propre d'un logiciel interactif, de préférence un logiciel de jeu. A titre d'exemple, ce jeu peut être un jeu de simulation de guerre de robots, Au début du jeu, le challenger crée par programmation un robot. Par exemple, chaque robot est défini par trois caractéristiques qui sont « arme », « armure » et « mémoire ».The user of station C is the challenger and that of station O is an opponent, these two stations being equipped in their own computing device with interactive software, preferably game software. For example, this game can be a robot war simulation game, At the start of the game, the challenger creates a robot by programming. For example, each robot is defined by three characteristics which are "weapon", "armor" and "memory".
« Arme » symbolise la puissance offensive du robot, « armure » sa capacité défensive et « mémoire » sa capacité à être programmé."Weapon" symbolizes the offensive power of the robot, "armor" its defensive capacity and "memory" its ability to be programmed.
Chaque module de mémoire permet un code d'instruction. Des exemples d'instructions sont : avance, feu, pause.., Ces instructions déterminent le comportement du robot. Les combats de robots ont lieu dans une arène qui peut être choisie parmi une série d'arènes différentes.Each memory module allows an instruction code. Examples of instructions are: advance, fire, pause .., These instructions determine the behavior of the robot. Robot fights take place in an arena that can be chosen from a series of different arenas.
Selon une première variante, aucun serveur n'est associé.According to a first variant, no server is associated.
Le challengeur connaît son opposant et lui envoie par son poste C un challenge ou défi par SMS, MMS, EMS ou Email, constituant un premier message P. Ce premier message P contient sa proposition de déroulement du logiciel, soit dans l'exemple de jeu décrit ci- dessus, son robot programmé et l'arène associée, S'il accepte ce défi, l'opposant envoie au poste C par son poste O un second message contenant sa réponse Re à la proposition, soit son propre robot programmé et une liaison au premier message. Les deux postes ont alors toutes les données pour le déroulement du logiciel en local.The challenger knows his opponent and sends him by his station C a challenge or challenge by SMS, MMS, EMS or Email, constituting a first P message. This first P message contains his proposal for running the software, ie in the example game described below above, his programmed robot and the associated arena, If he accepts this challenge, the opponent sends to station C by his station O a second message containing his response Re to the proposal, either his own programmed robot and a link to the first message. The two stations then have all the data for running the software locally.
Cette première variante s'applique également au jeu multijoueurs, plusieurs joueurs participant simultanément dans une même arène.This first variant also applies to the multiplayer game, several players participating simultaneously in the same arena.
Un tel jeu multijoueurs est schématisé sur les figures 2 à 4. Comme schématisé sur la figure 2, le challengeur connaît deux opposants et envoie à chacun d'entre eux un challenge ou défi par SMS, MMS, EMS ou Email, constituant un premier message P. Ce premier message P contient sa proposition de déroulement du logiciel, soit dans l'exemple de jeu décrit ci-dessus, son robot programmé et l'arène associée. Ce message P contient également la liste des joueurs dans le cas d'un SMS. En effet, dans le cas d'un MMS ou d'un Email, cette liste de diffusion est systématiquement incluse dans le message,Such a multiplayer game is shown schematically in Figures 2 to 4. As shown schematically in Figure 2, the challenger knows two opponents and sends each of them a challenge or challenge by SMS, MMS, EMS or Email, constituting a first message P. This first message P contains his proposal for running the software, ie in the game example described above, his programmed robot and the associated arena. This message P also contains the list of players in the case of an SMS. Indeed, in the case of an MMS or an Email, this distribution list is systematically included in the message,
S'il accepte ce défi comme représenté sur la figure 3, le premier opposant envoie par son poste Ol un message contenant sa réponse Rel à la proposition, soit son propre robot programmé et une liaison au premier message, au poste C du challengeur et au poste 02 de l'autre opposant de la liste de diffusion,If he accepts this challenge as shown in Figure 3, the first opponent sends by his post Ol a message containing his response Rel to the proposal, either his own programmed robot and a link to the first message, to the station C of the challenger and to the extension 02 of the other opponent of the distribution list,
De même, s'il accepte ce défi comme représenté sur la figure 4, le second opposant envoie par son poste 02 un second message contenant sa réponse à la proposition Re2, soit son propre robot programmé et une liaison au premier message, au poste C du challengeur et au poste Ol de l'autre opposant de la liste de diffusion, Tous les postes C, Ol et 02 ont alors toutes les données pour le déroulement du logiciel en local, les trois robots et l'arène étant enregistrés sur les trois postes.Similarly, if he accepts this challenge as shown in Figure 4, the second opponent sends by his station 02 a second message containing his response to the proposal Re2, either his own programmed robot and a link to the first message, at station C from the challenger and to position Ol from the other opponent of the mailing list, All stations C, Ol and 02 then have all the data for running the software locally, the three robots and the arena being recorded on the three stations.
Le nombre de messages initiés par joueur est donc égal au nombre de joueurs moins 1, soit un message dans le cas de deux joueurs schématisé sur la figure 1 et deux messages dans le cas de trois joueurs schématisé sur les figures 2 à 4.The number of messages initiated per player is therefore equal to the number of players minus 1, i.e. a message in the case of two players shown schematically in Figure 1 and two messages in the case of three players shown schematically in Figures 2 to 4.
La figure 5 schématise une seconde variante de réalisation de l'invention. Selon cette variante, les postes communiquent via un serveur S par SMS ou Emails sur le réseau de téléphonie mobile par exemple sous protocole WAP (Wireless Application Protocol) et Internet. En effet, actuellement, une telle communication à partir d'un téléphone portable se fait par protocole WAP dans le réseau de téléphonie mobile jusqu'à une passerelle transformant le format en format compatible avec le réseau Internet, puis par ce dernier réseau jusqu'au serveur (et inversement).Figure 5 shows schematically a second alternative embodiment of the invention. According to this variant, the stations communicate via an S server by SMS or Emails on the mobile telephone network, for example under WAP (Wireless Application Protocol) and the Internet. Indeed, currently, such communication from a mobile phone is done by WAP protocol in the mobile telephone network to a gateway transforming the format into a format compatible with the Internet network, then by the latter network to server (and vice versa).
Les figures ό et 7 schématisent les échanges de messages.Figures ό and 7 show the exchange of messages.
Un premier message 1 est envoyé par le challengeur grâce à un menu de jeu via le protocole WAP. Il s'agit de son défi, soit dans l'exemple de jeu décrit ci-dessus, son robot programmé associé à une arène choisie par consultation du site Internet de jeu, En échange, dans la même session de communication, le serveur renvoie au poste C un URL (en anglais Uniform Resource Locator) désignant cette ressource « arène,robot » dans le serveur ainsi qu'une estampille définie par l'arène choisie. Une estampille est ici une information temporelle associée à un événement. Elle définit la période de temps durant laquelle la proposition P ne pourra pas être modifiée par le challengeur. Un second message 2, 3 est envoyé par un opposant par les postes Oi grâce à leur menu de jeu. Il contient la réponse Ri, soit dans l'exemple de jeu décrit ci-dessus, le robot programmé par l'opposant pour combattre après consultation du site Internet de jeu. Le serveur S enregistre ce robot Ri de façon attachée à l'arène et au robot proposé P et en échange renvoie au poste Oi les données arène et robot proposé P.A first message 1 is sent by the challenger through a game menu via the WAP protocol. This is his challenge, that is to say in the game example described above, his programmed robot associated with an arena chosen by consulting the game website, In exchange, in the same communication session, the server returns to item C a URL (in English Uniform Resource Locator) designating this resource "arena, robot" in the server as well as a stamp defined by the chosen arena. A stamp is here time information associated with an event. It defines the period of time during which proposition P cannot be modified by the challenger. A second message 2, 3 is sent by an opponent through the Oi stations thanks to their game menu. It contains the response Ri, that is to say in the example of game described above, the robot programmed by the opponent to fight after consultation of the game website. The server S registers this robot Ri in a manner attached to the arena and to the proposed robot P and in return returns to the station Oi the data arena and proposed robot P.
Le logiciel de jeu peut alors se dérouler sur le poste Oi en local.The game software can then run on the Oi station locally.
Lorsque le challengeur veut jouer, dans la période de temps définie par l'estampille, il interroge l'URL transmise auparavant et enregistre toutes les réponses ou robots Ri qui ont choisi de combattre son robot dans l'arène en question. Le logiciel de jeu peut alors se dérouler sur le poste C en local.When the challenger wants to play, within the time period defined by the stamp, he interrogates the URL transmitted previously and records all the responses or robots Ri who have chosen to fight his robot in the arena in question. The game software can then run on station C locally.
En variante, l'URL peut ne pas être transmise au challengeur comme précédemment dans la même session de communication que le premier message mais lui être transmise après réception par le serveur S du second message Ri lui indiquant en même temps que les réponses ou robots Ri sont disponibles.As a variant, the URL may not be transmitted to the challenger as previously in the same communication session as the first message but be transmitted to it after reception by the server S of the second message Ri indicating to it at the same time as the responses or robots Ri are available.
De préférence, l'estampille est de 48 heures et pour tenir compte du temps de transmission des messages, la proposition ou robot proposé disparaît du poste Oi de l'opposant environ 4 heures avant la fin du délai de 48 heures.Preferably, the stamp is 48 hours and to take account of the message transmission time, the proposal or proposed robot disappears from the opponent's station Oi about 4 hours before the end of the 48-hour period.
Cette seconde variante s'applique également au jeu multijoueurs, plusieurs joueurs participant simultanément dans une même arène,This second variant also applies to the multiplayer game, several players participating simultaneously in the same arena,
Dans ce cas, l'arène peut être définie par un nombre maximal de joueurs ou par un laps de temps.In this case, the arena can be defined by a maximum number of players or by a period of time.
Comme schématisé sur la figure ό, un premier message 1 est envoyé par le challengeur grâce à un menu de jeu via le protocole WAP. Il s'agit de son défi, soit dans l'exemple de jeu décrit ci-dessus. son robot programmé associé à une arène choisie par consultation du site Internet de jeu. En échange, dans la même session de communication de communication, le serveur renvoie au poste C un URL désignant cette ressource « robot » dans le serveur ainsi qu'une estampille définie par l'arène choisie.As shown schematically in Figure ό, a first message 1 is sent by the challenger through a game menu via the WAP protocol. This is his challenge, either in the example game described above. his programmed robot associated with an arena chosen by consulting the gaming website. In exchange, in the same communication communication session, the server returns to station C a URL designating this resource "robot" in the server as well as a stamp defined by the chosen arena.
Un message 2 est envoyé par un opposant de son poste Ol grâce à un menu de jeu via le protocole WAP. Il s'agit de la réponse RI, soit dans l'exemple de jeu décrit ci-dessus, le robot programmé par l'opposant pour combattre après consultation du site Internet de jeu, Le serveur S enregistre ce robot RI de façon attachée à l'arène et au robot proposé P et en échange renvoie au poste Ol un URL, désignant cette ressource « robot » dans le serveur ainsi que l'estampille.A message 2 is sent by an opponent of his position Ol through a game menu via the WAP protocol. This is the RI response, i.e. in the example game described above, the robot programmed by the opponent to fight after consulting the game website, The server S registers this RI robot attached to the 'arena and the proposed robot P and in return returns to the post Ol a URL, designating this resource "robot" in the server as well as the stamp.
Dans le cas où l'arène est définie par un laps de temps, un message 3 est envoyé par un opposant de son poste 02 grâce à un menu de jeu via le protocole WAP. Il s'agit de la réponse R2, soit dans l'exemple de jeu décrit ci-dessus, le robot programmé par l'opposant pour combattre après consultation du site Internet de jeu, Le serveur S enregistre ce robot R2 de façon attachée à l'arène et au robot proposé P et en échange renvoie au poste 02 un URL, désignant cette ressource « robot » dans le serveur ainsi que l'estampille,In the event that the arena is defined by a period of time, a message 3 is sent by an opponent from his station 02 using a game menu via the WAP protocol. This is the response R2, ie in the example of the game described above, the robot programmed by the opponent to fight after consulting the game website, The server S registers this robot R2 in a way attached to the 'arena and the proposed robot P and in return sends back to station 02 a URL, designating this resource "robot" in the server as well as the stamp,
A la fin du laps de temps, toutes les données rattachées à l'arène sont transmises à chaque joueur grâce aux URL et tous les postes C OI et 02 ont alors toutes les données pour le déroulement du logiciel en local, les trois robots et l'arène étant enregistrés sur les trois postes,At the end of the period of time, all the data attached to the arena are transmitted to each player thanks to the URLs and all the C OI and 02 stations then have all the data for the running of the software locally, the three robots and the arena being recorded on the three stations,
Dans le cas où l'arène est définie par un nombre maximal de joueurs, soit par exemple ici trois joueurs, un message 3 est envoyé par le dernier opposant de son poset 02 grâce à un menu de jeu via le protocole WAP. Il s'agit de la réponse R3, soit dans l'exemple de jeu décrit ci-dessus, le robot programmé par l'opposant pour combattre après consultation du site Internet de jeu. Le serveur S enregistre ce robot R3 de façon attachée à l'arène et au robot proposé P et en échange renvoie au poste 03 toutes les données déjà rattachées à l'arène, soit les robots des autres joueurs.In the case where the arena is defined by a maximum number of players, that is to say here three players, a message 3 is sent by the last opponent of his poset 02 thanks to a game menu via the WAP protocol. This is the answer R3, i.e. in the example game described above, the robot programmed by the opponent to fight after consulting the game website. The server S registers this robot R3 attached to the arena and to the proposed robot P and in return returns to station 03 every data already attached to the arena, i.e. other players' robots.
Le logiciel de jeu peut alors se dérouler sur le poste 03 en local.The game software can then take place on station 03 locally.
Lorsque le challengeur et le premier opposant veulent jouer, dans la période de temps définie par l'estampille, ils interrogent l'URL correspondante transmise auparavant et enregistrent toutes les réponses ou robots Ri qui ont choisi de combattre dans l'arène en question. Le logiciel de jeu peut alors se dérouler sur le poste C et Ol en local.When the challenger and the first opponent want to play, within the time period defined by the stamp, they interrogate the corresponding URL transmitted before and record all the responses or robots Ri who have chosen to fight in the arena in question. The game software can then be run on computer C and Ol locally.
Grâce à l'invention, la gestion interactive des données est réalisée au moyen d'une seule session directement ouverte par un serveur, les autres sessions étant initiées par les joueurs ou clients, ce qui limite la nécessité de facturation indirecte.Thanks to the invention, interactive data management is carried out by means of a single session directly opened by a server, the other sessions being initiated by the players or customers, which limits the need for indirect invoicing.
Bien que les modes multi-joueurs ci-dessus décrits se limitent à trois joueurs, ils peuvent bien sûr être étendus à n joueurs de façon évidente, en suivant les mêmes règles de transmission. Although the multi-player modes described above are limited to three players, they can of course be extended to n players in an obvious way, by following the same transmission rules.

Claims

REVENDICATIONS
1 - Procédé de gestion de données entre au moins deux postes de communication électronique (C, O) dont les utilisateurs dits challengeur et opposant sont destinés à coopérer de façon interactive pour le déroulement d'un logiciel à instancier dit programme interactif caractérisé en ce que les deux postes sont équipés dudit logiciel, le challengeur envoie un premier message électronique (P) contenant au moins une première partie du logiciel instancié et l'opposant envoie un second message électronique (Re, Ri) lié au premier et contenant une seconde partie du logiciel instancié, le logiciel se déroulant ensuite sur chaque poste (C, O).1 - Method for managing data between at least two electronic communication stations (C, O) whose users, called challenger and opponent, are intended to interact interactively for the development of software to be instantiated, said interactive program, characterized in that both stations are equipped with said software, the challenger sends a first electronic message (P) containing at least a first part of the instantiated software and the opponent sends a second electronic message (Re, Ri) linked to the first and containing a second part of the instantiated software, the software then running on each workstation (C, O).
2 - Procédé de gestion selon la revendication 1, caractérisé en ce que les premier et second messages (P, Re) sont envoyés directement à l'autre poste. 3 - Procédé de gestion selon la revendication 2, caractérisé en ce que le premier message (P) contient la proposition de déroulement du challengeur et le second message (Re) contient la réponse de déroulement de l'opposant et est lié au dit premier message.2 - Management method according to claim 1, characterized in that the first and second messages (P, Re) are sent directly to the other station. 3 - Management method according to claim 2, characterized in that the first message (P) contains the proposed progress of the challenger and the second message (Re) contains the response of the opponent and is linked to said first message .
4 - Procédé de gestion selon l'une des revendications précédentes, caractérisé en ce que lesdits postes de communication sont des postes téléphoniques mobiles et lesdits messages sont des SMS,4 - Management method according to one of the preceding claims, characterized in that said communication stations are mobile telephone stations and said messages are SMS,
5 - Procédé de gestion selon la revendication 1, caractérisé en ce que les premier et second message (P, Ri) sont envoyées à un serveur (S).5 - Management method according to claim 1, characterized in that the first and second message (P, Ri) are sent to a server (S).
6 - Procédé de gestion selon la revendication 5, caractérisé en ce que le premier message (P) contient la proposition de déroulement du challengeur et le second message (Re) contient la réponse de déroulement de l'opposant, le serveur (S) envoyant ladite proposition (P) à l'opposant dans la même session de communication que le second message (Re),6 - Management method according to claim 5, characterized in that the first message (P) contains the proposed progress of the challenger and the second message (Re) contains the response of the opponent, the server (S) sending said proposal (P) to the opponent in the same communication session as the second message (Re),
7 - Procédé de gestion selon la revendication 6, caractérisé en ce que le serveur (S) envoie une adresse URL au challengeur dans la même session de communication que le premier message (P), cette adresse étant interrogée par le challengeur pour obtenir ladite réponse,7 - Management method according to claim 6, characterized in that the server (S) sends a URL address to the challenger in the same communication session as the first message (P), this address being interrogated by the challenger to obtain said response ,
8 - Procédé de gestion selon la revendication 6, caractérisé en ce que le serveur (S) envoie une adresse URL au challengeur après réception du second message (Ri), cette adresse étant interrogée par le challengeur pour obtenir ladite réponse.8 - Management method according to claim 6, characterized in that the server (S) sends a URL address to the challenger after receipt of the second message (Ri), this address being queried by the challenger to obtain said response.
9 - Procédé de gestion selon l'une des revendications 5 à 8, caractérisé en ce que lesdits postes de communication sont des postes téléphoniques mobiles. 10 - Poste téléphonique mobile comprenant des moyens de communication électronique pour la mise en oeuvre du procédé selon l'une des revendications précédentes, caractérisé en ce qu'il est équipé d'un logiciel interactif et comprend des moyens d'instanciation et de programmation de parties de logiciel et des moyens d'émission et de réception de parties de logiciel par lesdits moyens de communication. 9 - Management method according to one of claims 5 to 8, characterized in that said communication stations are mobile telephone stations. 10 - Mobile telephone set comprising electronic communication means for implementing the method according to one of the preceding claims, characterized in that it is equipped with interactive software and comprises means for instantiation and programming of software parts and means for transmitting and receiving software parts by said communication means.
EP03740648A 2002-04-24 2003-04-22 Data management method for running an interactive software Ceased EP1558981A2 (en)

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