The patent badge is an abbreviated version of the USPTO patent document. The patent badge does contain a link to the full patent document.

The patent badge is an abbreviated version of the USPTO patent document. The patent badge covers the following: Patent number, Date patent was issued, Date patent was filed, Title of the patent, Applicant, Inventor, Assignee, Attorney firm, Primary examiner, Assistant examiner, CPCs, and Abstract. The patent badge does contain a link to the full patent document (in Adobe Acrobat format, aka pdf). To download or print any patent click here.

Date of Patent:
Apr. 05, 2016

Filed:

Jun. 14, 2012
Applicants:

Matthew Dawson, Highland, UT (US);

Phil Knight, Stansbury Park, UT (US);

Kirk Baum, American Fork, UT (US);

Inventors:

Matthew Dawson, Highland, UT (US);

Phil Knight, Stansbury Park, UT (US);

Kirk Baum, American Fork, UT (US);

Assignee:

Disney Enterprises, Inc., Burbank, CA (US);

Attorney:
Primary Examiner:
Assistant Examiner:
Int. Cl.
CPC ...
G06F 15/16 (2006.01); A63F 13/47 (2014.01); H04N 21/478 (2011.01); A63F 13/60 (2014.01); A63F 13/358 (2014.01);
U.S. Cl.
CPC ...
A63F 13/47 (2014.09); A63F 13/358 (2014.09); A63F 13/60 (2014.09); H04N 21/4781 (2013.01); A63F 2300/5533 (2013.01); A63F 2300/5573 (2013.01);
Abstract

A method is provided for decision streams for synchronizing visual script language processing between networked computers. A master computing device may receive a remote kickoff stream indicating master nodes to be processed on a master graph, create a master decision stream using the remote kickoff stream, process master nodes of the master graph to populate the master decision stream with states and actions during the processing, and distribute the master decision stream to clients for synchronization of private graphs. The master and private graphs may be copies of the same visual script for implementing game logic, which may be created and edited using a graphical user interface (GUI). Nodes of the graphs can be marked as master, requiring global synchronization, or private, allowing immediate local processing with reduced latency. Thus, online game designers are empowered to balance the competing concerns of state synchronization and latency.


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