EP1558981A2 - Data management method for running an interactive software - Google Patents
Data management method for running an interactive softwareInfo
- 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
Links
Classifications
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L65/00—Network arrangements, protocols or services for supporting real-time applications in data packet communication
-
- A63F13/10—
-
- A63F13/12—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features 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
- A63F2300/407—Data transfer via internet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/53—Features 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
- A63F2300/537—Features 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.
Landscapes
- 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
Description
Claims
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
FR0205122A FR2839169B1 (en) | 2002-04-24 | 2002-04-24 | DATA MANAGEMENT METHOD FOR THE CONDUCT OF INTERACTIVE SOFTWARE |
FR0205122 | 2002-04-24 | ||
PCT/FR2003/001268 WO2003091825A2 (en) | 2002-04-24 | 2003-04-22 | Data management method for running an interactive software |
Publications (1)
Publication Number | Publication Date |
---|---|
EP1558981A2 true EP1558981A2 (en) | 2005-08-03 |
Family
ID=28799885
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
EP03740648A Ceased EP1558981A2 (en) | 2002-04-24 | 2003-04-22 | Data management method for running an interactive software |
Country Status (6)
Country | Link |
---|---|
US (1) | US20040171350A1 (en) |
EP (1) | EP1558981A2 (en) |
JP (1) | JP2005524259A (en) |
CN (1) | CN100396350C (en) |
FR (1) | FR2839169B1 (en) |
WO (1) | WO2003091825A2 (en) |
Families Citing this family (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
FI20031871A0 (en) * | 2003-12-19 | 2003-12-19 | Nokia Corp | Multimedia messaging service arrangement and procedure |
EP1808212A3 (en) * | 2005-11-15 | 2010-06-30 | Samsung Electronics Co., Ltd. | System, apparatus and method for managing virtual entity on a network |
JP3963927B1 (en) * | 2006-03-27 | 2007-08-22 | 株式会社コナミデジタルエンタテインメント | GAME SYSTEM, GAME CONTROL METHOD, AND PROGRAM |
US8313368B2 (en) | 2010-02-19 | 2012-11-20 | Igt | Gaming systems, gaming devices and methods with non-competitive play and optional competitive play |
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-
2002
- 2002-04-24 FR FR0205122A patent/FR2839169B1/en not_active Expired - Fee Related
-
2003
- 2003-04-22 CN CNB038005042A patent/CN100396350C/en not_active Expired - Fee Related
- 2003-04-22 JP JP2004500137A patent/JP2005524259A/en active Pending
- 2003-04-22 US US10/480,833 patent/US20040171350A1/en not_active Abandoned
- 2003-04-22 EP EP03740648A patent/EP1558981A2/en not_active Ceased
- 2003-04-22 WO PCT/FR2003/001268 patent/WO2003091825A2/en active Application Filing
Non-Patent Citations (1)
Title |
---|
See references of WO03091825A2 * |
Also Published As
Publication number | Publication date |
---|---|
FR2839169A1 (en) | 2003-10-31 |
JP2005524259A (en) | 2005-08-11 |
WO2003091825A2 (en) | 2003-11-06 |
CN1533296A (en) | 2004-09-29 |
FR2839169B1 (en) | 2004-12-17 |
CN100396350C (en) | 2008-06-25 |
US20040171350A1 (en) | 2004-09-02 |
WO2003091825A3 (en) | 2004-05-21 |
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