发明名称 Conflict resolution in asynchronous multiplayer games
摘要 A method and system to host a computer-implemented multiplayer game includes functionality to identify and resolve conflicts resulting from asynchronous game play. Client system game state information that changes responsive to in-game actions performed on a client system is intermittently synchronized with authoritative game state information, during which the in-game actions may be validated. Actions that fail a prerequisite check based on the authoritative game state information are analyzed in automated fashion to determine whether they are redundant actions that fail the prerequisite check owing to their having been performed with respect to outdated client system game state information. One or more remedial actions are performed for respective redundant actions, e.g., by allowing the redundant action and modifying the game state, by restoring spent resources to affected players, or by disallowing both the redundant action and an associated preempting action.
申请公布号 US9224259(B1) 申请公布日期 2015.12.29
申请号 US201213477891 申请日期 2012.05.22
申请人 Zynga Inc. 发明人 Miller Scott G.;Malle Nimai
分类号 G07F17/32 主分类号 G07F17/32
代理机构 Schwegman Lundberg & Woessner, P.A. 代理人 Schwegman Lundberg & Woessner, P.A.
主权项 1. A method to host an asynchronous computer-implemented multiplayer game, the method comprising: receiving an action identifier that indicates a first action executed on a first client system responsive to player inputs received from a first player, the first action being an in-game action that was a executed based at least in part on client system game state information; accessing authoritative game state information that indicates a validated game state prior to execution of the first action, the authoritative game state information having been validated by a game management system; automatically determining, using a validation engine comprising one or more processors configured to perform the determining, that the first action fails a prerequisite check which establishes satisfaction by the first action of at least one predefined game state prerequisite with respect to the validated game state; in an automated operation performed using a redundancy determination module comprising at least one processor configured to perform the automated operation, responsive to determining failure of the prerequisite check, determining that the first action is a redundant action which was permitted by the first client system owing to its being performed with respect to outdated client system game state information; and responsive to determining that the first action is a redundant action, executing a remedial action that comprises restoring to the first player at least some spent resources associated with performance of the first action.
地址 San Francisco CA US