The present invention relates generally to the field of wireless communications, and more particularly to a method of and system for discovering and matching parties for wireless multi-party interactive sessions, such as games.
Today's mobile platforms often comprise multiple communication and radio interfaces such as wireless local area network (WLAN) (e.g., WiFi), Bluetooth, or cellular, for carrying real-time networked game play traffic in addition to wireless telephone and internet access. For players in close proximity to each other, it is preferred to run a multi-player game session over a low latency and high bandwidth network interface such as a WLAN (e.g., WiFi), which covers a range of about 100 m, or Bluetooth, which covers a range of about 10 m. Also, ad hoc peer-to-peer sessions using WiFi or Bluetooth are free of charge, whereas sessions over a third party network may involve charges. The emerging growth of high-bandwidth local area mobile communications capabilities and handsets will enable new opportunistic mobile gaming scenarios and businesses. For example, a mobile game player may discover and engage with other mobile game players opportunistically via high-bandwidth local wireless networks in places such as shopping malls, cafeterias, coffee shops, airports, schools, and the like.
The availability of multiple communication channels or radio interfaces on mobile devices for mobile casual game play can help a mobile user discover more game play opportunities but, at the same time, it presents new challenges. According to a recent study, the multiple wireless interfaces consume approximately 70% of the total power for a connected mobile device in idle mode. An overwhelming portion of the wireless interface power is consumed by the WiFi interface. For peer-to-peer (P2P) based opportunistic mobile game play, a game session hosting mobile device has to keep its WiFi interface powered up and wait for incoming connections. For an opportunistic mobile game player who wants to search for other available mobile game sessions via the WiFi interface, the mobile game player's mobile unit has to scan the air constantly or frequently in order to locate another nearby WiFi based game session. This type of P2P mobile opportunistic game session discovery and management is very inefficient in terms of power consumption.
Embodiments of the present invention provide systems and methods for establishing multi-party wireless interactive sessions. The system includes a session broker and a plurality of wireless units. The wireless units each include a first wireless device having relatively low power consumption and a second wireless device having relatively high power consumption. An example of wireless device having relatively low power consumption is a cellular phone radio. Examples of wireless devices having relatively high power consumption are WLAN radios, such as WiFi.
The game broker is configured to receive a session ready message, which includes location information for a first party, and search for a second party having location information matching the location information for the first party. Upon finding a matching party, the game session broker sends session available messages to the first and second parties. The session ready message is sent and the session available message is received using the first wireless device. Upon receiving the session available message, the first and second parties can establish a session using their respective second wireless devices. Preferably, the second wireless devices are maintained powered-off until a session available message is received.
Wireless units according to embodiments of the present invention may be configured to obtain location information. For example, a wireless unit may include a GPS receiver. Alternatively, a wireless unit may be configured to measure the signal strength of one or more sources, such as WLAN access points, Bluetooth proximity beacons, RFID tags, and the like. The session broker may be configured to determine a location from signal strengths and calculate the distance between locations.
The session broker may maintain session profile information for players. For example, in the field of games, session profile information may include preferred games, preferred opponents, preferred technology, and the like. A session ready message may include time availability information for a party. The session broker may maintain a list of players, and their respective locations, currently available to play. The session broker searches the list of currently available players for location matches.
Referring now to the drawings, and first
A Gateway GPRS support node print (GGSN) 125 provides an interface between Internet 107 and GPRS system 103. A GPRS HLR 127 provides GGSN 125 with location and subscriber information. GGSN 125 and GPRS HLR 127 are in communication with a servicing GPRS support node (SGSN) 129, which communicates with mobile units in its area through a plurality of base stations, including base stations 131 and 132. Base stations 131 and 132 use packet control channels (PCCHs) for paging and registration of mobile units in their respective areas.
System 101 includes a game session broker 135. As will be explained in detail hereinafter, game session broker 135 communicates with mobile game units 105 and 133. Game session broker 135 maintains game player profile information. Game session broker 135 maintains location information for registered mobile game units and it provides session availability information to registered mobile game units. While the present invention is illustrated and described with reference to interactive multiparty games, it will be recognized that embodiments of the invention may be applied to multiparty interactive sessions in general.
Those skilled in the are will recognize that GPRS system 103 is only one example of a wireless cellular communication system. GPRS system 103 enables communication between game session broker 135 and mobile game units 105 and 133 either via PSTN 109 or Internet 107. However, game units 105 and 133 may also communicate with game session broker 135 solely through a cellular telephone system. Additionally, while game session broker 135 is illustrated in
System 101 may include one or more wireless local area network (WLAN) (e.g., WiFi) access points 137 and 139. WLAN access points 137 and 138 may be interconnected by a local area network (LAN) 139. LAN 139 may be connected to Internet 107. As is known to those skilled in the art, mobile game units 105 and 133 may communicate with WLAN access points 137 or 138 and with each other either through WLAN access points 137 and/or 138 or directly with each other via ad hoc wireless communications. Mobile game units 105 and 133 may be GPS enabled, whereby they can obtain location information from one or more GPS satellites 141.
Referring now to
Game enabled wireless telephone 201 includes a speaker 209 and a microphone 211 coupled to controller 203. Game enabled wireless telephone 201 also includes a display 213 coupled to controller 203. Display 213 may be a touch screen display. Game enabled wireless telephone 201 also includes a keypad and other user input device, the indicated generally at 215. In the embodiment of
Similarly, mobile game unit 105 obtains location information, as indicated at block 307, and powers off its WLAN radio, as indicated at block 309. Then, mobile game unit 105 sends a session ready message 311 to game session broker 135. As will be explained in detail hereinafter, game session broker 135 maintains game profile information for registered mobile game units and it maintains location information for mobile game units that are available for play. When mobile game session broker 135 receives a session ready message it determines if another available mobile game unit is located near the mobile game unit from which it received the session ready message. In an example in
After the mobile game unit has determined its position, either with reference to captured GPS coordinates or WLAN access point signal strength, the mobile game unit prompts the user to enter a time window and then waits for user input, as indicated at block 731. In some embodiments, the user may not be prompted to enter a time, in which the session availability time is indefinite. Upon receipt of the time window input, the mobile game unit sends a session ready message to the game session broker and waits for a session available message, as indicated at block 733. In some embodiments, the mobile game unit may periodically determine its position and send a new session ready message whenever its position has changed since its last session ready message. Upon receipt of a session available message, the mobile game unit displays session available, as indicated at block 735. The game unit may also issue an audible signal to alert the user that a session is available. Then, as indicated at block 737, the mobile game unit powers on its WLAN radio and finds and sets up a game session, as indicated at block 739.
After having determined the sending game unit's position, the session broker determines, at decision block 807, if the player is on the list of active players. If so, the session broker updates the list of active players with the player's position and session availability information, as indicated at block 809. If the player is not already on the list of active players, then the session broker adds the player ID with its position and session availability time window to the list of active players, as indicated at block 811. Then, the game session broker searches the list of active players for a match, as indicated generally at block 813. The search for matches includes at least a search of matching locations. As used herein, locations are matching if the mobile game units can establish a wireless game session either through one or more WLAN access points or directly through an ad hoc wireless network. The search may also include search for a preferred players, preferred technology, and preferred games. If, as determined at decision block 815, there is a match, the session broker sends session available messages to each matching player, as indicated at block 817. If, as determined at decision block 811, there are no matches, then the session broker sends a received message to the player, at block 819.
From the foregoing, it may be seen that embodiments of the invention are well adapted to overcome the shortcomings of the prior art. While the invention has been illustrated and described with respect to presently preferred embodiments, those skilled in the art, given the benefit of this disclosure, will recognize alternative embodiments. Accordingly, the foregoing disclosure is intended for purposes of illustration and not of limitation.
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Number | Date | Country | |
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20120252571 A1 | Oct 2012 | US |
Number | Date | Country | |
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Parent | 11839901 | Aug 2007 | US |
Child | 13524078 | US |