The present disclosure is related to video game emulation. Among other things, this disclosure describes a method and apparatus for pre-loading emulated applications.
Video games are commonly loaded into a random access memory (RAM) before a player may begin playing the game. This loading process may take a substantial amount of time. Instead of showing a blank screen to the game player, games are often designed with a loading screen. Loading screens may be a picture or a video related to the game, or even a progress bar. However, these loading screens are often not desirable. Preferably, once a game is selected, the game should be immediately playable. The effects of loading time are compounded further when games are being emulated and being delivered over a cloud based network. The delivery over the network may create an additional wait time. Also, network delays may cause the delivery of the emulated data to a game player's device to be slowed as well.
Further still, games are designed to be loaded from a predetermined starting position. Incremental buffering may be used in order to make the game load faster from this predetermined starting position. Incremental buffering is a technique that may be used to allow a game to load faster. Instead of having to build a large buffer from the beginning of the game, the buffer is initially small and then grows in size as the gameplay progresses. However, when a game is loaded at a location where the incremental buffering was not incorporated into the design of the game, the loading time may take even longer because a larger buffer must first be built at this position of the game. With the growth in popularity of mini-games, the ability to load a game quickly from any point in the game is highly desirable. In order to implement faster loading through incremental buffering, a game designer would be required to re-code parts of the game. This additional step would increase the time and cost required for developing mini-games.
Therefore, there is a need in the art for a method and apparatus for pre-loading translated code in a cloud based emulation. It is within this context that aspects of the present disclosure arise.
Although the following detailed description contains many specific details for the purposes of illustration, anyone of ordinary skill in the art will appreciate that many variations and alterations to the following details are within the scope of the present disclosure. Accordingly, the aspects of the present disclosure described below are set forth without any loss of generality to, and without imposing limitations upon, the claims that follow this description.
According to aspects of the present disclosure, an emulator may be one of a plurality of virtual machines on a cloud based server. The emulator may be created by the server in response to demand for a given emulated application. Once the emulator has been generated by the server, the emulator may access an application that is to be emulated. The emulator may then begin translating the code of the application. The translated code may be stored in a cache. When a client device platform selects the application that has been emulated by the emulator, the emulator may deliver the translated application data to the client device platform over the network. According to aspects of the present disclosure, the emulated application may be a legacy game, a snapshot of a legacy game, an audio file, a video file, a mobile application, a desktop application or a web application.
According to additional aspects of the present disclosure, the emulator may be provided with a snapshot of a legacy game. The snapshot of the legacy game may have addresses of the stored data abstracted from the snapshot. This enables the snapshot to be platform independent. However, the emulator needs the addresses of the data in order to properly emulate the legacy game. Therefore, the addresses may be generated from platform independent information in the snapshot through an automated process. Once the addresses have been generated, the emulator may begin translating the code and storing emulated game data in a memory. Once the legacy game has been selected by a client device platform, the emulator may deliver the emulated data to the client device platform over a network.
According to additional aspects of the present disclosure, the prediction engine may direct the emulator as to which legacy game it should begin loading before a client device platform makes a selection for a game. By way of example, and not by way of limitation the prediction engine may use historical data, player profile information, trigger information from a game currently being played, or behavior patterns in order to determine which game should be pre-loaded by the emulator.
The client device platform 103 may include a central processor unit (CPU) 131′. By way of example, a CPU 131′ may include one or more processors, which may be configured according to any suitable processor architecture, e.g., a dual-core, quad-core, multi-core, or Cell processor architecture. The client device platform 103 may also include a memory 132′ (e.g., RAM, DRAM, ROM, and the like). The CPU 131′ may execute a process-control program 133′, portions of which may be stored in the memory 132′. The client device platform 103 may also include well-known support circuits 140′, such as input/output (I/O) circuits 141′, power supplies (P/S) 142′, a clock (CLK) 143′ and cache 144′. The client device platform 103 may optionally include a mass storage device 134′ such as a disk drive, CD-ROM drive, tape drive, or the like to store programs and/or data. The client device platform 103 may also optionally include a display unit 137′ and a user interface unit 138′ to facilitate interaction between the client device platform 103 and a user. The display unit 137′ may be in the form of a cathode ray tube (CRT) or flat panel screen that displays text, numerals, or graphical symbols. The user interface unit 138′ may include a keyboard, mouse, joystick, light pen, or other device. A controller 145′ may be connected to the client device platform 103 through the I/O circuit 141′ or it may be directly integrated into the client device platform 103. The controller 145′ may facilitate interaction between the client device platform 103 and a user. The controller 145′ may include a keyboard, mouse, joystick, light pen, hand-held controls or other device. The controller 145′ may also be capable of generating a haptic response 146′. By way of example and not by way of limitation, the haptic response 146′ may be implemented in the form of mechanical vibrations or any other feedback corresponding to the sense of touch. The client device platform 103 may include a network interface 139′, configured to enable the use of Wi-Fi, an Ethernet port, or other communication methods.
The network interface 139′ may incorporate suitable hardware, software, firmware or some combination of two or more of these to facilitate communication via an electronic communications network 160. The network interface 139′ may be configured to implement wired or wireless communication over local area networks and wide area networks such as the Internet. The client device platform 103 may send and receive data and/or requests for files via one or more data packets over the network 160.
The preceding components may exchange signals with each other via an internal system bus 150′. The client device platform 103 may be a general purpose computer that becomes a special purpose computer when running code that implements embodiments of the present invention as described herein.
The emulator 107 may include a central processor unit (CPU) 131. By way of example, a CPU 131 may include one or more processors, which may be configured according to any suitable processor architecture, e.g., a dual-core, quad-core, multi-core, or Cell processor architecture. The emulator 107 may also include a memory 132 (e.g., RAM, DRAM, ROM, and the like). The CPU 131 may execute a process-control program 133, portions of which may be stored in the memory 132. The emulator 107 may also include well-known support circuits 140, such as input/output (I/O) circuits 141, power supplies (P/S) 142, a clock (CLK) 143 and cache 144. The emulator 107 may optionally include a mass storage device 134 such as a disk drive, CD-ROM drive, tape drive, or the like to store programs and/or data. The emulator 107 may also optionally include a display unit 137 and user interface unit 138 to facilitate interaction between the emulator 107 and a user who requires direct access to the emulator 107. By way of example and not by way of limitation an engineer may need direct access to the emulator 107 in order to program the emulator 107 to properly emulate a desired legacy game 106 or to add additional mini-game capabilities to a legacy game 106. The display unit 137 may be in the form of a cathode ray tube (CRT) or flat panel screen that displays text, numerals, or graphical symbols. The user interface unit 138 may include a keyboard, touchpad, touch screen, mouse, joystick, light pen, or other device. The emulator 107 may include a network interface 139, configured to enable the use of Wi-Fi, an Ethernet port, or other communication methods.
The network interface 139 may incorporate suitable hardware, software, firmware or some combination of two or more of these to facilitate communication via the electronic communications network 160. The network interface 139 may be configured to implement wired or wireless communication over local area networks and wide area networks such as the Internet. The emulator 107 may send and receive data and/or requests for files via one or more data packets over the network 160.
The preceding components may exchange signals with each other via an internal system bus 150. The emulator 107 may be a general purpose computer that becomes a special purpose computer when running code that implements embodiments of the present invention as described herein.
The emulator 107 may access a legacy game 106 through the internal system bus 150. There may be more than one legacy game 106 stored in the emulator. The legacy games may also be stored in the memory 132 or in the mass storage device 134. Additionally, one or more legacy games 106 may be stored at a remote location accessible to the emulator 107 over the network 160. Each legacy game 106 contains game code 108. When the legacy game 106 is emulated, the game code 108 produces legacy game data 109. Legacy game data 109 may be received by the client device platform 103 and displayed on the display unit 137′.
By way of example, a legacy game 106 may be any game that is not compatible with a client device platform 103. By way of example and not by way of limitation, the legacy game 106 may have been designed to be played on Sony Computer Entertainment's PlayStation console, but the client device platform 103 is a home computer. By way of example, the legacy game 106 may have been designed to be played on a PlayStation 2 console, but the client device platform 103 is a PlayStation 3 console. Further, by way of example and not by way of limitation, a legacy game 106 may have been designed to be played on a PlayStation console, but the client device platform 103 is a hand held console such as the PlayStation Portable (PSP) or Vita from Sony Computer Entertainment.
In some implementations, but not all, the emulator 107 may be a deterministic emulator. A deterministic emulator is an emulator that may process a given set of game inputs the same way every time that the same set of inputs are provided to the emulator 107. Game inputs may be signals sent by the client device platform 103 to the emulator 107 in order to advance the emulated game from a first state to a second state. By way of example, the game inputs may be directions for the main character of a game to move on the screen, a selection of an item from a menu in the game or any other action that may take place during the playing of the game. An emulator 107 may be made deterministic by eliminating any dependencies in the code run by the emulator 107 that depend from asynchronous activity. Asynchronous activities are events that occur independently of the main program flow. This means that actions may be executed in a non-blocking scheme in order to allow the main program flow to continue processing. Therefore, by way of example, and not by way of limitation, the emulator 107 may be deterministic when the dependencies in the code 108 depend from basic blocks that always begin and end with synchronous activity. By way of example, basic blocks may be predetermined increments of code at which the emulator 107 checks for external events or additional game inputs 347. The emulator 107 may also wait for any activities that run asynchronously within a system component to complete before proceeding to the next basic block. When no asynchronous activities are running, the emulator 107 may be thought of as running all of the basic blocks of the code 108 in lock step. In such a case, the emulator 107 is sometimes said to be in a “steady state”.
As shown in
According to a first aspect of the present disclosure the emulator 107 may begin method 260 by deciding which legacy game 106 will be pre-loaded at 261. This selection is made before a client device platform makes a request for a legacy game 106. By selecting a game to pre-load before the request is made by the client device platform 103, the game will be ready to play without a delay due to the loading. The selection process may be implemented by a prediction engine 147. The prediction engine 147 may be a process control program 133 stored in a memory 132 on the emulator 107 or on a mass storage 134. Alternatively, the prediction engine 147 may be located in a memory on the cloud based server 104.
According to aspects of the present disclosure, the prediction engine 147 may use historical data to choose which game will be pre-loaded. By way of example, the historical data may be information of how often a legacy game 106 is requested by all of the users accessing the cloud based server 104. This information may be further defined by the date and time. This information may show that there are patterns of usage based on the day of the week and/or the time of the day. For example, based on historical data, on Monday through Friday during the fall, there may be a historically observed spike in usage and requests for a particular first person shooting game at around 4:00 P.M. In order to have sufficient instances of the first person shooting game loaded when a client device platform 103 requests this specific legacy game 106, the emulator may choose the first person shooting legacy game 106 to pre-load.
According to additional aspects of the present disclosure, the prediction engine 147 may track the navigation of a client device platform on the cloud based server 104 in order to choose which legacy game 106 will be pre-loaded. By way of example, and not by way of limitation, the client device platform 103 may access a legacy game selection menu 400. The game selection menu 400 may be displayed on the display 137′ of the client device platform.
According to addition aspects of the present disclosure, the prediction engine 147 may use a user profile corresponding to the client device platform 103 in order to choose which legacy game 106 will be pre-loaded. A user profile may track the usage history of a client device platform 103. By way of example, and not by way of limitation usage history may include which legacy games 106 the client device platform 103 has requested and how many times each legacy game 106 has been requested. The usage history may also track usage patterns for an individual client device platform based on the time of day and/or the day of the week. Through analyzing this information in the user profile, the prediction engine may more accurately select which legacy game 106 the client device platform 103 will request next.
According to additional aspects of the present disclosure, the prediction engine 147 may use triggers within a legacy game 106 that is currently being played by a client device platform 103 in order to choose which legacy game 106 should be pre-loaded. Triggers are further described in commonly assigned co-pending application Ser. No. 61/666,628 filed Jun. 29, 2012, and entitled “DETERMINING TRIGGERS FOR CLOUD-BASED EMULATED GAMES”. By way of example, and not by way of limitation, triggers that may be used by the prediction engine could be a score, a time remaining in the game, or finishing a predetermined portion of a game. A score may be used by the prediction engine as an indication of the performance of the client device platform 103. If the score is above a certain value, then the client device platform 103 may be a skilled player, and may be more likely to request a similar game 106 that has a higher degree of difficulty next. In the alternative, if the score is below a certain value, then the client device platform 103 may be a novice player, and therefore may be more likely to request a legacy game 106 which has a lower degree of difficulty next. The time remaining in the game may be used by the prediction engine to indicate that a new legacy game 106 may be requested soon. When the client device platform 103 finishes a predetermined portion of the game, the prediction engine may determine that the next legacy game 106 in a series of legacy games 106 will be requested next, and therefore the emulator may begin pre-loading the next legacy game 106 in the series.
It should be noted that any of the previously stated types of information, or any other type of information may be used in combination or singularly by the prediction engine 147 in order to determine which legacy game 106 should be pre-loaded. Additionally, more than one legacy game may be pre-loaded in order to increase the probability that the legacy game 106 eventually requested by the client device platform 103 has been pre-loaded by the emulator 107.
Once the snapshot has been selected by the prediction engine 147, the emulator 107 may retrieve the legacy game 106 at 262. The legacy game 106 may be stored on a memory external to the emulator 107, but accessible over the network 160. By way of example, and not by way of limitation, the legacy game 106 may be stored on a memory on the cloud based server 104. Alternatively, the legacy game 106 may already be stored on a memory within the emulator 107 such as the mass storage 134 and therefore may be accessed over the internal system bus 150.
After the legacy game 106 has been retrieved by the emulator 107, method 260 continues with the emulator 107 beginning the translation of the legacy game data at 263. The translation of the legacy game data is an emulation of the legacy game 106 which allows the legacy game 106 to be translated into a format that is compatible with the client device platform 103. The translation of the game may be ended once the game is at a starting position. The starting position may be an initial game menu, or it may be where the game play begins. The translated legacy game data is then stored in a memory 132 on the emulator at 264. The memory may be a cache memory in order to increase the speed of delivery once the game is requested. Finally at 265, the translated legacy game data is delivered to the client device platform 103 over the network 160 when the client device platform 103 makes a request for the legacy game 106.
As shown in
As shown in
According to an aspect of the present disclosure, the emulator 107 may begin method 260 by determining which snapshot will be pre-loaded at 261. This selection is made before a client device platform 103 makes a request for a snapshot to be loaded. By selecting a snapshot to pre-load before the request is made by the client device platform 103, the snapshot will be ready to play without a delay. The process of pre-loading a snapshot is important for preventing a delay in the gaming experience for the user because snapshots may not begin at the original starting position of the legacy game 106 they are generated from. Since the snapshot initiates the play of the game from an intermediate position of the legacy game 106, incremental buffering may not be available. Without incremental buffering the loading of the snapshot may require additional loading time to because a larger buffer is needed to initiate the game play, as opposed to the smaller buffer when incremental buffering is available.
The selection process may be implemented by a prediction engine 147. The prediction engine 147 may be a process control program 133 stored in a memory 132 on the emulator 107 or on a mass storage 134. The prediction engine 147 may be similar to that of the prediction engine described above for use with loading a legacy game 106 from its original starting position. As such, in order to predict which snapshot will be chosen next by the client device platform 103, the prediction engine 147 may use historical data, track the navigation of a client device platform on the cloud based server 104, utilize a user profile corresponding to the client device platform 103, or use triggers within a legacy game 106 that is currently being played by a client device platform 103.
It should be noted that each of the previously stated types of information or any other type of information may be used in combination or singularly by the prediction engine 147 in order to determine which snapshot should be pre-loaded. Additionally, more than one snapshot may be pre-loaded in order to increase the probability that the snapshot eventually chosen by the client device platform 103 has been pre-loaded by the emulator 107.
Once the snapshot has been selected by the prediction engine 147, the emulator 107 may retrieve the snapshot at 362. The snapshot may be stored on a memory external to the emulator 107, but accessible over the network 160. By way of example, and not by way of limitation, the snapshot may be stored on a memory on the cloud based server 104. Alternatively, the snapshot may already be stored on a memory within the emulator 107 such as the mass storage 134 and therefore may be accessed over the internal system bus 150.
Once the snapshot has been retrieved, the emulator 107 may generate the platform dependent addresses for the specific instance of the emulator 107 at 364. According to some aspects of the present disclosure the address space for every instance of an emulator 107 may be randomized for security purposes through address space layout randomization (ASLR). Therefore, the emulator's address space may be abstracted from the snapshot in order for a snapshot to be platform independent. As such, in order to pre-load a snapshot, the address space information for the specific instance of the emulator 107 that is loading the snapshot may need to be generated. The specific address information may be generated from the platform independent information within the snapshot with an automated script. Additional information may be added to a translated code cache that marks dependent addresses for code and/or data. By way of example, and not by way of limitation, when a device loads the snapshot, markers in the code cache may be used to relocate code and/or data to reflect the changed emulating system's memory map.
After the address information is generated, the emulator 107 may begin translating the legacy game data at 364 in order to build a buffer. The translation of the legacy game data is an emulation of the legacy game 106 which allows the legacy game 106 to be in a format that is compatible with the client device platform 103. The snapshot provides the starting position of the legacy game 106, and instructs every device running on the emulator 107 what state it should be in for the legacy game 106 to be executed properly from that point. However, since the snapshot starting point may not be the original starting position of the legacy game 106, a buffer may also be needed since there might not be incremental buffering at that position of the legacy game 106. The translation of the legacy game data may be ended once the game is at the snapshot starting position and a sufficient buffer has been built to run the game properly from that position. Thereafter, the translated buffered data is stored in a memory 132 on the emulator 107 at 365. The memory may be a cache memory in order to increase the speed of delivery once the snapshot is requested by the client device platform 103. Finally at 366, the translated legacy game data is delivered to the client device platform 103 over the network 160 when the client device platform 103 makes a request for the snapshot.
As shown in
While the above is a complete description of the preferred embodiment of the present invention, it is possible to use various alternatives, modifications and equivalents. Therefore, the scope of the present invention should be determined not with reference to the above description but should, instead, be determined with reference to the appended claims, along with their full scope of equivalents. Any feature described herein, whether preferred or not, may be combined with any other feature described herein, whether preferred or not. In the claims that follow, the indefinite article “A”, or “An” refers to a quantity of one or more of the item following the article, except where expressly stated otherwise. The appended claims are not to be interpreted as including means-plus-function limitations, unless such a limitation is explicitly recited in a given claim using the phrase “means for.”
This application is a continuation of U.S. patent application Ser. No. 15/640,483 to Jacob P. Stine et al., filed Jul. 1, 2017 and entitled “PRE-LOADING TRANSLATED CODE IN CLOUD BASED EMULATED APPLICATIONS”, the entire contents of which are incorporated herein by reference. U.S. patent application Ser. No. 15/640,483 is a continuation of U.S. patent application Ser. No. 13/631,785 to Jacob P. Stine et al., filed Sep. 28, 2012 and entitled “PRE-LOADING TRANSLATED CODE IN CLOUD BASED EMULATED APPLICATIONS”, the entire contents of which are incorporated herein by reference. This application is related to commonly-assigned, co-pending provisional application Ser. No. 61/666,628, filed Jun. 29, 2012, and entitled “DETERMINING TRIGGERS FOR CLOUD-BASED EMULATED GAMES”, the entire disclosures of which are incorporated herein by reference. This application is related to commonly-assigned, co-pending provisional application Ser. No. 61/666,645, filed Jun. 29, 2012, and entitled “HAPTIC ENHANCEMENTS FOR EMULATED VIDEO GAME NOT ORIGINALLY DESIGNED WITH HAPTIC CAPABILITIES”, the entire disclosures of which are incorporated herein by reference. This application is related to commonly-assigned, co-pending provisional application Ser. No. 61/666,665, filed Jun. 29, 2012, and entitled “CONVERSION OF HAPTIC EVENTS INTO SCREEN EVENTS”, the entire disclosures of which are incorporated herein by reference. This application is related to commonly-assigned, co-pending provisional application Ser. No. 61/666,679, filed Jun. 29, 2012, and entitled “SUSPENDING STATE OF CLOUD-BASED LEGACY APPLICATIONS”, the entire disclosures of which are incorporated herein by reference. This application is related to commonly-assigned, co-pending application Ser. No. 13/631,725, now U.S. Pat. No. 9,248,374 issued Feb. 2, 2016), filed Sep. 28, 2012, and entitled “REPLAY AND RESUMPTION OF SUSPENDED GAME”, to Brian Michael Christopher Watson, Victor Octav Suba Miura, Jacob P. Stine, and Nicholas J. Cardell, the entire disclosures of which are incorporated herein by reference. This application is related to commonly-assigned, co-pending application Ser. No. 13/631,740, now U.S. Pat. 9,707,476 issued Jul. 18, 2017), filed Sep. 28, 2012, and entitled “METHOD FOR CREATING A MINI-GAME” to Brian Michael Christopher Watson, Victor Octav Suba Miura, and Jacob P. Stine, the entire disclosures of which are incorporated herein by reference. This application is related to commonly-assigned, co-pending application Ser. No. 13/631,803, filed Sep. 28, 2012, and entitled “ADAPTIVE LOAD BALANCING IN SOFTWARE EMULATION OF GPU HARDWARE”, to Takayuki Kazama and Victor Octav Suba Miura, the entire disclosures of which are incorporated herein by reference. This application is related to commonly-assigned, co-pending application Ser. No. 13/631,812, now U.S. Pat. No. 9,849,372 issued Dec. 26, 2017), filed Sep. 28, 2012, entitled “METHOD AND APPARATUS FOR IMPROVING EFFICIENCY WITHOUT INCREASING LATENCY IN EMULATION OF A LEGACY APPLICATION TITLE”, to Jacob P. Stine and Victor Octav Suba Miura, the entire disclosures of which are incorporated herein by reference.
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Number | Date | Country | |
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20190270007 A1 | Sep 2019 | US |
Number | Date | Country | |
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Parent | 15640483 | Jul 2017 | US |
Child | 16416060 | US | |
Parent | 13631785 | Sep 2012 | US |
Child | 15640483 | US |