U.S. patents available from 1976 to present.
U.S. patent applications available from 2005 to present.

Network architecture to support real-time video games

Patent 5956485 Issued on September 21, 1999. Estimated Expiration Date: Icon_subject April 16, 2016. Estimated Expiration Date is calculated based on simple USPTO term provisions. It does not account for terminal disclaimers, term adjustments, failure to pay maintenance fees, or other factors which might affect the term of a patent.

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More ...

Inventor

Application

No. 633003 filed on 04/16/1996

US Classes:

709/204, COMPUTER CONFERENCING709/200, MISCELLANEOUS709/217, REMOTE DATA ACCESSING709/218, Using interconnected networks709/227, COMPUTER-TO-COMPUTER SESSION/CONNECTION ESTABLISHING709/249MULTIPLE NETWORK INTERCONNECTING

Examiners

Primary: Rinehart, Mark H.

Attorney, Agent or Firm

Foreign Patent References

  • 0402067 EP. 12/13/1990
  • 0481770 EP. 04/13/1992
  • 592846 EP 09/13/1993
  • 0571213 EP. 11/13/1993
  • 0571138 EP. 11/13/1993
  • 23125 WO. 11/13/1993

International Class

G06F 015/16

Abstract

An apparatus and method for linking multiple remote players of real-time games is disclosed. The system of the present invention includes a first computer for directly linking the first computer with a second computer, the first computer comprises: 1) a network interface coupled to a network; 2) client application software executing in the first computer, the client application software includes: a) processing logic for connecting the first computer to a server on a network via the network interface; b) processing logic for requesting the server to match the first computer with a second computer using matching criteria; c) processing logic for receiving a network address of the second computer from the server; and d) processing logic for establishing a direct communication link with the second computer using the network address.

Other References

  • "X-Band Ties Up The Telephone", Mitchell, G., 1 pg., Computer Retail Week, Sep. 26, 1994, v4, n73, p. 49(2)
  • TSN's On-Line Bridge: The Social Card Game, PC Magazine, Nov. 10, 1992, v11, n19, p. 539(1)
  • "For Blockbuster, It's Not A Game; Supporting Catapult's Game Modem, Retailer Expands Its Market", Mitchell, G., Computer Retail Week, Jun. 20, 1994, v4, n65, p. 164
  • "Real-Time Gaming In Cyberspace", Gunn, A., PC Magazine, Apr. 12, 1994, 6 pgs
  • "A Yellow-Pages Service For A Local-Area Network", Peterson, L., pp. 235-242, Computer Communications Review (ACM Press, 1988)
  • "Playing The Field: Online Gaming Matches Your Wits Against Real Opponents", Keizer, G., 1 pg., Omni, Apr. 1993
  • "Dial-a Dual", Keizer, G., Computer Shopper, Jun. 1993, v13, n6, 7 pp
  • "Catapult Gamers Onto The Net", Digital Media, Jun. 8, 1994, v4, n1, 1pg
  • "Venture To Make Media Servers", Langberg, M., San Jose Mercury News, Jun. 23, 1994, 1 pg
  • Gunn, A.; "Real-time gaming in cyberspace"; PC Magazine; v13 n7 p442(2); USA, Apr. 12, 1994
  • Petterson, L.; "A Yellow-Pages Service for a Local Area Network"; Computer Communications Review (ACM Press, 1988) pp. 235-242; vol. 17 No. 5
  • International Search Report PCT/US95/05632 dated Mar. 18, 1996, 7 page
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