U.S. Pat. No. 12,350,581
SYSTEM AND METHOD FOR CONTINUOUS PROXY GAMEPLAY
AssigneeAT&T Intellectual Property I LP
Issue DateNovember 28, 2022
Illustrative Figure
Abstract
Aspects of the subject disclosure may include, for example, a device including: a processing system including a processor; and a memory that stores executable instructions that, when executed by the processing system, facilitate performance of operations of: receiving a request for a proxy player to continue gameplay on behalf of a player of a game; retrieving data describing characteristics of historical gameplay of the player; and continuing the gameplay by the proxy player, wherein the proxy player performs actions that emulate the player based on the data describing the characteristics of the historical gameplay of the player. Other embodiments are disclosed.
Description
DETAILED DESCRIPTION The subject disclosure describes, among other things, illustrative embodiments for a system providing a player with a continuous proxy for gaming applications. Other embodiments are described in the subject disclosure. One or more aspects of the subject disclosure include a device including: a processing system including a processor; and a memory that stores executable instructions that, when executed by the processing system, facilitate performance of operations of: receiving a request for a proxy player to continue gameplay on behalf of a player of a game; retrieving data describing characteristics of historical gameplay of the player; and continuing the gameplay by the proxy player, wherein the proxy player performs actions that emulate the player based on the data describing the characteristics of the historical gameplay of the player. One or more aspects of the subject disclosure include a non-transitory, machine-readable medium with executable instructions that, when executed by a processing system including a processor, facilitate performance of operations, including: receiving a request for a proxy player to continue gameplay on behalf of a player of a game; retrieving data describing characteristics of historical gameplay of the player; emulating actions of the player via the proxy player based on the data describing characteristics of the historical gameplay of the player while continuing the gameplay; and sending a notification of reaching a milestone in the gameplay by the proxy player. One or more aspects of the subject disclosure include a method of: receiving, by a processing system including a processor, a request for a proxy player to continue gameplay on behalf of a player of a game; retrieving, by the processing system, data reflecting characteristics of historical gameplay of the player; and facilitating, by the processing system, actions that emulate the player based on the data, wherein the proxy player performs ...
DETAILED DESCRIPTION
The subject disclosure describes, among other things, illustrative embodiments for a system providing a player with a continuous proxy for gaming applications. Other embodiments are described in the subject disclosure.
One or more aspects of the subject disclosure include a device including: a processing system including a processor; and a memory that stores executable instructions that, when executed by the processing system, facilitate performance of operations of: receiving a request for a proxy player to continue gameplay on behalf of a player of a game; retrieving data describing characteristics of historical gameplay of the player; and continuing the gameplay by the proxy player, wherein the proxy player performs actions that emulate the player based on the data describing the characteristics of the historical gameplay of the player.
One or more aspects of the subject disclosure include a non-transitory, machine-readable medium with executable instructions that, when executed by a processing system including a processor, facilitate performance of operations, including: receiving a request for a proxy player to continue gameplay on behalf of a player of a game; retrieving data describing characteristics of historical gameplay of the player; emulating actions of the player via the proxy player based on the data describing characteristics of the historical gameplay of the player while continuing the gameplay; and sending a notification of reaching a milestone in the gameplay by the proxy player.
One or more aspects of the subject disclosure include a method of: receiving, by a processing system including a processor, a request for a proxy player to continue gameplay on behalf of a player of a game; retrieving, by the processing system, data reflecting characteristics of historical gameplay of the player; and facilitating, by the processing system, actions that emulate the player based on the data, wherein the proxy player performs the actions during the gameplay.
Referring now toFIG.1, a block diagram is shown illustrating an example, non-limiting embodiment of a system100in accordance with various aspects described herein. For example, system100can facilitate in whole or in part receiving requests for a proxy player to continue gameplay on behalf of a player of a game; retrieving data describing characteristics of historical gameplay of the player; and continuing gameplay by a proxy player. In particular, a communications network125is presented for providing broadband access110to a plurality of data terminals114via access terminal112, wireless access120to a plurality of mobile devices124and vehicle126via base station or access point122, voice access130to a plurality of telephony devices134, via switching device132and/or media access140to a plurality of audio/video display devices144via media terminal142. In addition, communication network125is coupled to one or more content sources175of audio, video, graphics, text and/or other media. While broadband access110, wireless access120, voice access130and media access140are shown separately, one or more of these forms of access can be combined to provide multiple access services to a single client device (e.g., mobile devices124can receive media content via media terminal142, data terminal114can be provided voice access via switching device132, and so on).
The communications network125includes a plurality of network elements (NE)150,152,154,156, etc. for facilitating the broadband access110, wireless access120, voice access130, media access140and/or the distribution of content from content sources175. The communications network125can include a circuit switched or packet switched network, a voice over Internet protocol (VOIP) network, Internet protocol (IP) network, a cable network, a passive or active optical network, a 4G, 5G, or higher generation wireless access network, WIMAX network. UltraWideband network, personal area network or other wireless access network, a broadcast satellite network and/or other communications network.
In various embodiments, the access terminal112can include a digital subscriber line access multiplexer (DSLAM), cable modem termination system (CMTS), optical line terminal (OLT) and/or other access terminal. The data terminals114can include personal computers, laptop computers, netbook computers, tablets or other computing devices along with digital subscriber line (DSL) modems, data over coax service interface specification (DOCSIS) modems or other cable modems, a wireless modem such as a 4G, 5G, or higher generation modem, an optical modem and/or other access devices.
In various embodiments, the base station or access point122can include a 4G, 5G, or higher generation base station, an access point that operates via an 802.11 standard such as 802.11n, 802.11ac or other wireless access terminal. The mobile devices124can include mobile phones, e-readers, tablets, phablets, wireless modems, and/or other mobile computing devices.
In various embodiments, the switching device132can include a private branch exchange or central office switch, a media services gateway, VoIP gateway or other gateway device and/or other switching device. The telephony devices134can include traditional telephones (with or without a terminal adapter), VOIP telephones and/or other telephony devices.
In various embodiments, the media terminal142can include a cable head-end or other TV head-end, a satellite receiver, gateway or other media terminal142. The display devices144can include televisions with or without a set top box, personal computers and/or other display devices.
In various embodiments, the content sources175include broadcast television and radio sources, video on demand platforms and streaming video and audio services platforms, one or more content data networks, data servers, web servers and other content servers, and/or other sources of media.
In various embodiments, the communications network125can include wired, optical and/or wireless links and the network elements150,152,154,156, etc. can include service switching points, signal transfer points, service control points, network gateways, media distribution hubs, servers, firewalls, routers, edge devices, switches and other network nodes for routing and controlling communications traffic over wired, optical and wireless links as part of the Internet and other public networks as well as one or more private networks, for managing subscriber access, for billing and network management and for supporting other network functions.
While electronic video games may be paused and resumed at a later time, a problem exists in that a player of an electronic game cannot easily continue gameplay while they are temporarily unavailable. The player may wish to continue gameplay while absent, for example, if the game is a multi-player game and the desire is to allow the other players to continue their play while having the first player still be participating. Also, a player may wish for certain tasks to be completed independently, without requiring interaction from the player. In any case, there is a need for gameplay to be able to be continued as though the player was still involved, by means of a proxy player that emulates the player themselves in terms of skill, persona, and other factors.
FIG.2Ais a block diagram illustrating an example, non-limiting embodiment of a gaming system for continuous proxy gameplay functioning within the communication network ofFIG.1in accordance with various aspects described herein. As shown inFIG.2A, system200comprises one or more gaming devices201,202optionally coupled to a communications network205, the Internet, or other network to a gaming server206. Gaming server206further comprises one or more facilities for data storage, such as a user profile database207or a game history database208. Gaming server206may facilitate any of a number of distinct types of games, including single player or multiplayer games. By way of example, this disclosure describes a single player game where the user is on an adventure controlling a character.
Gaming device201comprises a gaming application (app203) through which a player operating gaming device201plays a game. Gaming device201provides the player with input means by various methods, including speech, gesture, touch, and others. Gaming device201is equipped with a viewing means to engage the player with the game, this may be a screen display or virtual reality display, for example. Gaming device201is also equipped with an audio input means such as a microphone, and also an audio output means such as headphones, earbuds or speakers. App203exchanges data with gaming server206through communications network205to facilitate gameplay. Gaming device201may be enabled on a device such as a computer, a mobile device such as a smart phone, or a virtual or augmented reality device. The player may also be equipped with an alternate device204for communications.
FIG.2Bis a block diagram illustrating an example, non-limiting embodiment of a user profile database in a system for continuous proxy gameplay functioning within the communication network ofFIG.1in accordance with various aspects described herein. As shown inFIG.2B, the user profile database207may comprise a table211that stores a profile of characteristics for the player. The table211may include a player ID, an address of their gaming device, and data describing their abilities and style of play, such as in the form of scores for several types of skills and persona characteristics, as shown. An address or other identifier for the alternate device204may also be stored in the user profile database207.
The skills and persona characteristics for the player may be as related to their play for a specific game, or multiple games, as an option. Scores for skills and persona traits may be generated for the player by machine learning by gaming server206, as the player plays the game over time. Alternatively, these scores may be generated by the player playing other games and made available for use as they play the current specific game.
As another option, the player may have general skills and general persona traits that are used across games as a baseline and may have more specific skills and persona traits that are learned over time as they relate to specific games. That is, a player may be more aggressive playing one game than another, as an example.
For a specific game, there may also be a game specific strengths and weaknesses that are learned and stored for the player. These strengths and weaknesses may be learned by observing how well the player performs or how they interact with the game, as shown.
For multiplayer games, relationships with other players may also be learned and stored, such as other players who serve as partners or as a nemesis for the game.
In one embodiment, the player may request to invoke a proxy player until the player indicates their return to the game. For example, the player may request proxy play by either selecting a menu item via a game controller, by a spoken command, or by other input to the gaming device. In another embodiment, the player may request to invoke a proxy player for a specific period of time. In yet another embodiment, the player may request to invoke a proxy player until the completion of a specified task.
At the time of the request for proxy play, gaming server206may timestamp the gameplay and begin recording gameplay as would be observed from the player's view as though the player was still playing the game. This recorded gameplay may be stored in game history database208for further retrieval and presentation to the player, if requested.
FIG.2Cis a block diagram illustrating an example, non-limiting embodiment of a player requesting proxy play from a system for continuous proxy gameplay functioning within the communication network ofFIG.1in accordance with various aspects described herein. As shown inFIG.2C, the player may request proxy play to be enabled only for a specific period of time, or a time such as required to perform a specified task. For example, the player may issue a request for proxy play to be enabled for five minutes, or until the character completes a task. In the example illustrated inFIG.2C, the player issued a request221for the system to control a proxy player until the character reaches the top of the cliff, as shown in the player's view222.
When proxy play is enabled, the system provides via an audio or visual indication that a proxy player has been turned on. As shown inFIG.2C, a semi-transparent indicator223is shown. In the case of a multiplayer game, this presentation may also be made to other players who are currently playing.
Once proxy play is enabled, gaming server206assumes control of the player's app203to control and interact with the game. The proxy server controls the effect of the player's actions during proxy play according to the skills, persona, game specific strengths, games specific weaknesses, partners, and nemeses, as specified by the player's profile.
FIG.2Dis a block diagram illustrating an example, non-limiting embodiment of completion of proxy gameplay from a system for continuous proxy gameplay functioning within the communication network ofFIG.1in accordance with various aspects described herein. In the case of a limited duration proxy play, such as accomplishing a task or a time limit expiring, once the expiration occurs, gaming server206discontinues proxy control, the gameplay continues, and game control returns to the player. Optionally, the gaming device may declare the end of proxy gameplay by announcing the expiration of the timer or the accomplishment of the task, such as the announcement226illustrated inFIG.2D, or by providing an indicator228in the player's view227.
FIG.2Eis a block diagram illustrating an example, non-limiting embodiment of completion of gameplay by a proxy player from a system for continuous proxy gameplay functioning within the communication network ofFIG.1in accordance with various aspects described herein. If the player returns from an indeterminate length proxy gameplay session, the player may provide an announcement231via a menu selection or spoken input, for instance, their return, and thus requesting the gaming server206to return control to the player. In response, gaming server206returns control and provides an indication233verifying that control has returned to the player in the player's view232.
As an option, during proxy gameplay, gaming server206, while emulating the player, may continue to monitor for input from the player to control the gaming device. If the gaming server206receives any type of gaming device201control input, the gaming server206may interpret the control input as a request from the player to resume control and discontinue proxy play.
FIG.2Fis a block diagram illustrating an example, non-limiting embodiment of interactions of a proxy player from a system for continuous proxy gameplay functioning within the communication network ofFIG.1in accordance with various aspects described herein. During proxy gameplay, the player may specify through settings in the user profile database207whether or not the proxy player may interact with the player during proxy play. One type of interaction may be requests initiated by the proxy to the player to determine decisions or other gameplay activities that the proxy should take.
For example, as illustrated inFIG.2F, when a proxy player gets to a decision point in gameplay, gaming server206may identify the decision point and formulate a question that represents the decision that the player should make. Gaming server206either provides an indication on player's view236or sends the question238as a message to an address associated with the player, such as the player's alternate device204, so that the question appears to be from the character in the game. The player may also provide a response239to the decision question through the same messaging interface, and the gaming server206interprets the response239of the player and makes the appropriate gameplay adjustments to reflect the response239. In an embodiment, if the player fails to respond within a reasonable period of time, gaming server may make a random choice or a best guess of the appropriate action to take, given the lack of response by the player. Notably, the reasonable period of time is dependent upon the circumstances of the game and can range from immediate to several minutes or even days.
FIG.2Gis a block diagram illustrating an example, non-limiting embodiment of interactions of a proxy player of a system for continuous proxy gameplay functioning within the communication network ofFIG.1with a player in accordance with various aspects described herein.FIG.2Gillustrates another type of interaction between the player and the proxy player. As shown inFIG.2G, the player initiates a request241for the proxy player to update the player on the status of the proxy in the game. Such a request may be received by gaming server206, which is tracking the progress of the proxy player during proxy play enablement, as shown in player's view240. The gaming server206may retrieve a real time status or most recent waypoint encountered status or other data representative of the proxy player's current status in the gameplay and returns a response242to the player via the messaging interface of the player's alternate device204.
FIG.2His a block diagram illustrating an example, non-limiting embodiment of interactions of a proxy player of a system for continuous proxy gameplay functioning within the communication network ofFIG.1with a player in accordance with various aspects described herein.FIG.2Hillustrates another type of interaction between the player and the proxy player of the proxy initiating a status update to send to the player. Like inFIG.2G, gaming server206may monitor the proxy player's progress through the game and determine that waypoints or other milestones or accomplishments are met, as illustrated in player's view243. As a result, gaming server206may initiate a message244to the alternate device204of the player.
The player may also optionally provide performance feedback245for the proxy player. For example, if the player congratulates the proxy player on an accomplishment or provides other feedback that is either positive, negative, or directional, the user profile database207may be updated to include a rating246by the player of the performance of the proxy player. This rating246may be used to help determine the accuracy with which the proxy player's performance is being executed.
FIG.2Iis a block diagram illustrating an example, non-limiting embodiment of a player requesting proxy gameplay from a system for continuous proxy gameplay functioning within the communication network ofFIG.1by another proxy in accordance with various aspects described herein. As shown inFIG.2I, the player may provide a request247for proxy play but also permit interactive communications between the proxy player and another real player who acts on the requester's behalf. For example, the player may allow the proxy player to ask questions about decisions to be made to another player in the game. In effect, this other real-life player serves as a “double” proxy acting on behalf of the player in communication with the player's proxy player.
The player accomplishes this double proxy scenario by requesting proxy play in a request247and designating the other player as the real-life proxy. The other player may be identified248in the table211that stores a profile of characteristics for the player of the user profile database207.
FIG.2Jis a block diagram illustrating an example, non-limiting embodiment of interactions of a proxy player from a system for continuous proxy gameplay functioning within the communication network ofFIG.1with another player in accordance with various aspects described herein. As illustrated inFIG.2J, when a proxy player gets to a decision point in gameplay, gaming server206may identify the decision point and formulate a question that represents the decision that the player should make. Gaming server206sends the question251to as a message to the designated player's alternate device250instead of the player's alternate device204. The designated player may also provide a response252to the decision question through the same messaging interface, and the gaming server206interprets the designated player's response252and makes the appropriate gameplay adjustments to reflect the response252.
FIG.2Kis a block diagram illustrating an example, non-limiting embodiment of interactions of a proxy player from a system for continuous proxy gameplay functioning within the communication network ofFIG.1with a designated player in accordance with various aspects described herein. If the other designated player is in the same game, the request from the player's proxy may appear as a question253on their game view254of their gaming device202. In addition, the player's point of view of the gameplay may be presented to the double proxy player so as to better inform them of what is being communicated.
As set forth earlier inFIG.2J, the designated player may respond to the question253from the gaming server206on behalf of the player. Accordingly, the gaming server206uses this response to affect the actions of the proxy player.
FIG.2Ldepicts an illustrative embodiment of a method for proxy gameplay in accordance with various aspects described herein. As shown inFIG.2L, method260begins at step261where the system receives a request for gameplay by a proxy player. Next, in step262, the system emulates the gameplay of the player, where a proxy player performs gaming actions for the player. Next, in step263, the system determines whether to end the gameplay by the proxy player. Conditions to end may have been specified by the player in the request or may be the result of the player operating a gaming device to take over actions of gameplay. If the conditions are not met, then proxy gameplay continues in step262. However, if the conditions are met, then in step264, proxy gameplay ends.
While for purposes of simplicity of explanation, the respective processes are shown and described as a series of blocks inFIG.2L, it is to be understood and appreciated that the claimed subject matter is not limited by the order of the blocks, as some blocks may occur in different orders and/or concurrently with other blocks from what is depicted and described herein. Moreover, not all illustrated blocks may be required to implement the methods described herein.
Referring now toFIG.3, a block diagram300is shown illustrating an example, non-limiting embodiment of a virtualized communication network in accordance with various aspects described herein. In particular a virtualized communication network is presented that can be used to implement some or all of the subsystems and functions of system100, the subsystems and functions of system200, and method260presented inFIGS.1,2A,2B,2C,2D,2E,2F,2G,2H,2I,2J,2K,2L and3. For example, virtualized communication network300can facilitate in whole or in part receiving requests for a proxy player to continue gameplay on behalf of a player of a game; retrieving data describing characteristics of historical gameplay of the player; and continuing gameplay by a proxy player.
In particular, a cloud networking architecture is shown that leverages cloud technologies and supports rapid innovation and scalability via a transport layer350, a virtualized network function cloud325and/or one or more cloud computing environments375. In various embodiments, this cloud networking architecture is an open architecture that leverages application programming interfaces (APIs); reduces complexity from services and operations; supports more nimble business models; and rapidly and seamlessly scales to meet evolving customer requirements including traffic growth, diversity of traffic types, and diversity of performance and reliability expectations.
In contrast to traditional network elements—which are typically integrated to perform a single function, the virtualized communication network employs virtual network elements (VNEs)330,332,334, etc. that perform some or all of the functions of network elements150,152,154,156, etc. For example, the network architecture can provide a substrate of networking capability, often called Network Function Virtualization Infrastructure (NFVI) or simply infrastructure that is capable of being directed with software and Software Defined Networking (SDN) protocols to perform a broad variety of network functions and services. This infrastructure can include several types of substrates. The most typical type of substrate being servers that support Network Function Virtualization (NFV), followed by packet forwarding capabilities based on generic computing resources, with specialized network technologies brought to bear when general-purpose processors or general-purpose integrated circuit devices offered by merchants (referred to herein as merchant silicon) are not appropriate. In this case, communication services can be implemented as cloud-centric workloads.
As an example, a traditional network element150(shown inFIG.1), such as an edge router can be implemented via a VNE330composed of NFV software modules, merchant silicon, and associated controllers. The software can be written so that increasing workload consumes incremental resources from a common resource pool, and moreover so that it is elastic: so, the resources are only consumed when needed. In a similar fashion, other network elements such as other routers, switches, edge caches, and middle-boxes are instantiated from the common resource pool. Such sharing of infrastructure across a broad set of uses makes planning and growing infrastructure easier to manage.
In an embodiment, the transport layer350includes fiber, cable, wired and/or wireless transport elements, network elements and interfaces to provide broadband access110, wireless access120, voice access130, media access140and/or access to content sources175for distribution of content to any or all of the access technologies. In particular, in some cases a network element needs to be positioned at a specific place, and this allows for less sharing of common infrastructure. Other times, the network elements have specific physical layer adapters that cannot be abstracted or virtualized and might require special DSP code and analog front ends (AFEs) that do not lend themselves to implementation as VNEs330,332or334. These network elements can be included in transport layer350.
The virtualized network function cloud325interfaces with the transport layer350to provide the VNEs330,332,334, etc. to provide specific NFVs. In particular, the virtualized network function cloud325leverages cloud operations, applications, and architectures to support networking workloads. The virtualized network elements330,332and334can employ network function software that provides either a one-for-one mapping of traditional network element function or alternately some combination of network functions designed for cloud computing. For example, VNEs330,332and334can include route reflectors, domain name system (DNS) servers, and dynamic host configuration protocol (DHCP) servers, system architecture evolution (SAE) and/or mobility management entity (MME) gateways, broadband network gateways, IP edge routers for IP-VPN, Ethernet and other services, load balancers, distributers and other network elements. Because these elements do not typically need to forward substantial amounts of traffic, their workload can be distributed across a number of servers—each of which adds a portion of the capability, and which creates an overall clastic function with higher availability than its former monolithic version. These virtual network elements330,332,334, etc. can be instantiated and managed using an orchestration approach similar to those used in cloud compute services.
The cloud computing environments375can interface with the virtualized network function cloud325via APIs that expose functional capabilities of the VNEs330,332,334, etc. to provide the flexible and expanded capabilities to the virtualized network function cloud325. In particular, network workloads may have applications distributed across the virtualized network function cloud325and cloud computing environment375and in the commercial cloud or might simply orchestrate workloads supported entirely in NFV infrastructure from these third-party locations.
Turning now toFIG.4, there is illustrated a block diagram of a computing environment in accordance with various aspects described herein. In order to provide additional context for various embodiments of the embodiments described herein,FIG.4and the following discussion are intended to provide a brief, general description of a computing environment400in which the various embodiments of the subject disclosure can be suitably implemented. In particular, computing environment400can be used in the implementation of network elements150,152,154,156, access terminal112, base station or access point122, switching device132, media terminal142, and/or VNEs330,332,334, etc. Each of these devices can be implemented via computer-executable instructions that can run on one or more computers, and/or in combination with other program modules and/or as a combination of hardware and software. For example, computing environment400can facilitate in whole or in part receiving requests for a proxy player to continue gameplay on behalf of a player of a game; retrieving data describing characteristics of historical gameplay of the player; and continuing gameplay by a proxy player.
Generally, program modules comprise routines, programs, components, data structures, etc., that perform particular tasks or implement particular abstract data types. Moreover, those skilled in the art will appreciate that the methods can be practiced with other computer system configurations, comprising single-processor or multiprocessor computer systems, minicomputers, mainframe computers, as well as personal computers, hand-held computing devices, microprocessor-based or programmable consumer electronics, and the like, each of which can be operatively coupled to one or more associated devices.
As used herein, a processing circuit includes one or more processors as well as other application specific circuits such as an application specific integrated circuit, digital logic circuit, state machine, programmable gate array or other circuit that processes input signals or data and that produces output signals or data in response thereto. It should be noted that while any functions and features described herein in association with the operation of a processor could likewise be performed by a processing circuit.
The illustrated embodiments of the embodiments herein can be also practiced in distributed computing environments where certain tasks are performed by remote processing devices that are linked through a communications network. In a distributed computing environment, program modules can be located in both local and remote memory storage devices.
Computing devices typically comprise a variety of media, which can comprise computer-readable storage media and/or communications media, which two terms are used herein differently from one another as follows. Computer-readable storage media can be any available storage media that can be accessed by the computer and comprises both volatile and nonvolatile media, removable and non-removable media. By way of example, and not limitation, computer-readable storage media can be implemented in connection with any method or technology for storage of information such as computer-readable instructions, program modules, structured data or unstructured data.
Computer-readable storage media can comprise, but are not limited to, random access memory (RAM), read only memory (ROM), electrically erasable programmable read only memory (EEPROM), flash memory or other memory technology, compact disk read only memory (CD-ROM), digital versatile disk (DVD) or other optical disk storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices or other tangible and/or non-transitory media which can be used to store desired information. In this regard, the terms “tangible” or “non-transitory” herein as applied to storage, memory or computer-readable media, are to be understood to exclude only propagating transitory signals per se as modifiers and do not relinquish rights to all standard storage, memory or computer-readable media that are not only propagating transitory signals per se.
Computer-readable storage media can be accessed by one or more local or remote computing devices, e.g., via access requests, queries or other data retrieval protocols, for a variety of operations with respect to the information stored by the medium.
Communications media typically embody computer-readable instructions, data structures, program modules or other structured or unstructured data in a data signal such as a modulated data signal, e.g., a carrier wave or other transport mechanism, and comprises any information delivery or transport media. The term “modulated data signal” or signals refers to a signal that has one or more of its characteristics set or changed in such a manner as to encode information in one or more signals. By way of example, and not limitation, communication media comprise wired media, such as a wired network or direct-wired connection, and wireless media such as acoustic, RF, infrared and other wireless media.
With reference again toFIG.4, the example environment can comprise a computer402, the computer402comprising a processing unit404, a system memory406and a system bus408. The system bus408couples system components including, but not limited to, the system memory406to the processing unit404. The processing unit404can be any of various commercially available processors. Dual microprocessors and other multiprocessor architectures can also be employed as the processing unit404.
The system bus408can be any of several types of bus structure that can further interconnect to a memory bus (with or without a memory controller), a peripheral bus, and a local bus using any of a variety of commercially available bus architectures. The system memory406comprises ROM410and RAM412. A basic input/output system (BIOS) can be stored in a non-volatile memory such as ROM, erasable programmable read only memory (EPROM), EEPROM, which BIOS contains the basic routines that help to transfer information between elements within the computer402, such as during startup. The RAM412can also comprise a high-speed RAM such as static RAM for caching data.
The computer402further comprises an internal hard disk drive (HDD)414(e.g., EIDE, SATA), which internal HDD414can also be configured for external use in a suitable chassis (not shown), a magnetic floppy disk drive (FDD)416, (e.g., to read from or write to a removable diskette418) and an optical disk drive420, (e.g., reading a CD-ROM disk422or, to read from or write to other high capacity optical media such as the DVD). The HDD414, magnetic FDD416and optical disk drive420can be connected to the system bus408by a hard disk drive interface424, a magnetic disk drive interface426and an optical drive interface428, respectively. The hard disk drive interface424for external drive implementations comprises at least one or both of Universal Serial Bus (USB) and Institute of Electrical and Electronics Engineers (IEEE) 1394 interface technologies. Other external drive connection technologies are within contemplation of the embodiments described herein.
The drives and their associated computer-readable storage media provide nonvolatile storage of data, data structures, computer-executable instructions, and so forth. For the computer402, the drives and storage media accommodate the storage of any data in a suitable digital format. Although the description of computer-readable storage media above refers to a hard disk drive (HDD), a removable magnetic diskette, and a removable optical media such as a CD or DVD, it should be appreciated by those skilled in the art that other types of storage media which are readable by a computer, such as zip drives, magnetic cassettes, flash memory cards, cartridges, and the like, can also be used in the example operating environment, and further, that any such storage media can contain computer-executable instructions for performing the methods described herein.
A number of program modules can be stored in the drives and RAM412, comprising an operating system430, one or more application programs432, other program modules434and program data436. All or portions of the operating system, applications, modules, and/or data can also be cached in the RAM412. The systems and methods described herein can be implemented utilizing various commercially available operating systems or combinations of operating systems.
A user can enter commands and information into the computer402through one or more wired/wireless input devices, e.g., a keyboard438and a pointing device, such as a mouse440. Other input devices (not shown) can comprise a microphone, an infrared (IR) remote control, a joystick, a game pad, a stylus pen, touch screen or the like. These and other input devices are often connected to the processing unit404through an input device interface442that can be coupled to the system bus408, but can be connected by other interfaces, such as a parallel port, an IEEE 1394 serial port, a game port, a universal serial bus (USB) port, an IR interface, etc.
A monitor444or other type of display device can be also connected to the system bus408via an interface, such as a video adapter446. It will also be appreciated that in alternative embodiments, a monitor444can also be any display device (e.g., another computer having a display, a smart phone, a tablet computer, etc.) for receiving display information associated with computer402via any communication means, including via the Internet and cloud-based networks. In addition to the monitor444, a computer typically comprises other peripheral output devices (not shown), such as speakers, printers, etc.
The computer402can operate in a networked environment using logical connections via wired and/or wireless communications to one or more remote computers, such as a remote computer(s)448. The remote computer(s)448can be a workstation, a server computer, a router, a personal computer, portable computer, microprocessor-based entertainment appliance, a peer device or other common network node, and typically comprises many or all of the elements described relative to the computer402, although, for purposes of brevity, only a remote memory/storage device450is illustrated. The logical connections depicted comprise wired/wireless connectivity to a local area network (LAN)452and/or larger networks, e.g., a wide area network (WAN)454. Such LAN and WAN networking environments are commonplace in offices and companies, and facilitate enterprise-wide computer networks, such as intranets, all of which can connect to a global communications network, e.g., the Internet.
When used in a LAN networking environment, the computer402can be connected to the LAN452through a wired and/or wireless communication network interface or adapter456. The adapter456can facilitate wired or wireless communication to the LAN452, which can also comprise a wireless AP disposed thereon for communicating with the adapter456.
When used in a WAN networking environment, the computer402can comprise a modem458or can be connected to a communications server on the WAN454or has other means for establishing communications over the WAN454, such as by way of the Internet. The modem458, which can be internal or external and a wired or wireless device, can be connected to the system bus408via the input device interface442. In a networked environment, program modules depicted relative to the computer402or portions thereof, can be stored in the remote memory/storage device450. It will be appreciated that the network connections shown are example and other means of establishing a communications link between the computers can be used.
The computer402can be operable to communicate with any wireless devices or entities operatively disposed in wireless communication, e.g., a printer, scanner, desktop and/or portable computer, portable data assistant, communications satellite, any piece of equipment or location associated with a wirelessly detectable tag (e.g., a kiosk, news stand, restroom), and telephone. This can comprise Wireless Fidelity (Wi-Fi) and BLUETOOTH® wireless technologies. Thus, the communication can be a predefined structure as with a conventional network or simply an ad hoc communication between at least two devices.
Wi-Fi can allow connection to the Internet from a couch at home, a bed in a hotel room or a conference room at work, without wires. Wi-Fi is a wireless technology similar to that used in a cell phone that enables such devices, e.g., computers, to send and receive data indoors and out; anywhere within the range of a base station. Wi-Fi networks use radio technologies called IEEE 802.11 (a, b, g, n, ac, ag, etc.) to provide secure, reliable, fast wireless connectivity. A Wi-Fi network can be used to connect computers to each other, to the Internet, and to wired networks (which can use IEEE 802.3 or Ethernet). Wi-Fi networks operate in the unlicensed 2.4 and 5 GHz radio bands for example or with products that contain both bands (dual band), so the networks can provide real-world performance similar to the basic 10BaseT wired Ethernet networks used in many offices.
Turning now toFIG.5, an embodiment500of a mobile network platform510is shown that is an example of network elements150,152,154,156, and/or VNEs330,332,334, etc. For example, mobile network platform510can facilitate in whole or in part receiving requests for a proxy player to continue gameplay on behalf of a player of a game; retrieving data describing characteristics of historical gameplay of the player; and continuing gameplay by a proxy player. In one or more embodiments, the mobile network platform510can generate and receive signals transmitted and received by base stations or access points such as base station or access point122. Generally, mobile network platform510can comprise components, e.g., nodes, gateways, interfaces, servers, or disparate platforms, which facilitate both packet-switched (PS) (e.g., internet protocol (IP), frame relay, asynchronous transfer mode (ATM)) and circuit-switched (CS) traffic (e.g., voice and data), as well as control generation for networked wireless telecommunication. As a non-limiting example, mobile network platform510can be included in telecommunications carrier networks and can be considered carrier-side components as discussed elsewhere herein. Mobile network platform510comprises CS gateway node(s)512which can interface CS traffic received from legacy networks like telephony network(s)540(e.g., public switched telephone network (PSTN), or public land mobile network (PLMN)) or a signaling system #7 (SS7) network560. CS gateway node(s)512can authorize and authenticate traffic (e.g., voice) arising from such networks. Additionally, CS gateway node(s)512can access mobility, or roaming, data generated through SS7 network560; for instance, mobility data stored in a visited location register (VLR), which can reside in memory530. Moreover, CS gateway node(s)512interfaces CS-based traffic and signaling and PS gateway node(s)518. As an example, in a 3GPP UMTS network, CS gateway node(s)512can be realized at least in part in gateway GPRS support node(s) (GGSN). It should be appreciated that functionality and specific operation of CS gateway node(s)512, PS gateway node(s)518, and serving node(s)516, is provided and dictated by radio technology(ies) utilized by mobile network platform510for telecommunication over a radio access network520with other devices, such as a radiotelephone575.
In addition to receiving and processing CS-switched traffic and signaling, PS gateway node(s)518can authorize and authenticate PS-based data sessions with served mobile devices. Data sessions can comprise traffic, or content(s), exchanged with networks external to the mobile network platform510, like wide area network(s) (WANs)550, enterprise network(s)570, and service network(s)580, which can be embodied in local area network(s) (LANs), can also be interfaced with mobile network platform510through PS gateway node(s)518. It is to be noted that WANs550and enterprise network(s)570can embody, at least in part, a service network(s) like IP multimedia subsystem (IMS). Based on radio technology layer(s) available in technology resource(s) or radio access network520, PS gateway node(s)518can generate packet data protocol contexts when a data session is established; other data structures that facilitate routing of packetized data also can be generated. To that end, in an aspect, PS gateway node(s)518can comprise a tunnel interface (e.g., tunnel termination gateway (TTG) in 3GPP UMTS network(s) (not shown)) which can facilitate packetized communication with disparate wireless network(s), such as Wi-Fi networks.
In embodiment500l, mobile network platform510also comprises serving node(s)516that, based upon available radio technology layer(s) within technology resource(s) in the radio access network520, convey the various packetized flows of data streams received through PS gateway node(s)518. It is to be noted that for technology resource(s) that rely primarily on CS communication, server node(s) can deliver traffic without reliance on PS gateway node(s)518; for example, server node(s) can embody at least in part a mobile switching center. As an example, in a 3GPP UMTS network, serving node(s)516can be embodied in serving GPRS support node(s) (SGSN).
For radio technologies that exploit packetized communication, server(s)514in mobile network platform510can execute numerous applications that can generate multiple disparate packetized data streams or flows, and manage (e.g., schedule, queue, format . . . ) such flows. Such application(s) can comprise add-on features to standard services (for example, provisioning, billing, customer support . . . ) provided by mobile network platform510. Data streams (e.g., content(s) that are part of a voice call or data session) can be conveyed to PS gateway node(s)518for authorization/authentication and initiation of a data session, and to serving node(s)516for communication thereafter. In addition to application server, server(s)514can comprise utility server(s), a utility server can comprise a provisioning server, an operations and maintenance server, a security server that can implement at least in part a certificate authority and firewalls as well as other security mechanisms, and the like. In an aspect, security server(s) secure communication served through mobile network platform510to ensure network's operation and data integrity in addition to authorization and authentication procedures that CS gateway node(s)512and PS gateway node(s)518can enact. Moreover, provisioning server(s) can provision services from external network(s) like networks operated by a disparate service provider; for instance, WAN550or Global Positioning System (GPS) network(s) (not shown). Provisioning server(s) can also provision coverage through networks associated to mobile network platform510(e.g., deployed and operated by the same service provider), such as the distributed antennas networks shown inFIG.1(s)that enhance wireless service coverage by providing more network coverage.
It is to be noted that server(s)514can comprise one or more processors configured to confer at least in part the functionality of mobile network platform510. To that end, the one or more processors can execute code instructions stored in memory530, for example. It should be appreciated that server(s)514can comprise a content manager, which operates in substantially the same manner as described hereinbefore.
In example embodiment500, memory530can store information related to operation of mobile network platform510. Other operational information can comprise provisioning information of mobile devices served through mobile network platform510, subscriber databases; application intelligence, pricing schemes, e.g., promotional rates, flat-rate programs, couponing campaigns; technical specification(s) consistent with telecommunication protocols for operation of disparate radio, or wireless, technology layers; and so forth. Memory530can also store information from at least one of telephony network(s)540, WAN550, SS7 network560, or enterprise network(s)570. In an aspect, memory530can be, for example, accessed as part of a data store component or as a remotely connected memory store.
In order to provide a context for the various aspects of the disclosed subject matter,FIG.5, and the following discussion, are intended to provide a brief, general description of a suitable environment in which the various aspects of the disclosed subject matter can be implemented. While the subject matter has been described above in the general context of computer-executable instructions of a computer program that runs on a computer and/or computers, those skilled in the art will recognize that the disclosed subject matter also can be implemented in combination with other program modules. Generally, program modules comprise routines, programs, components, data structures, etc. that perform particular tasks and/or implement particular abstract data types.
Turning now toFIG.6, an illustrative embodiment of a communication device600is shown. The communication device600can serve as an illustrative embodiment of devices such as data terminals114, mobile devices124, vehicle126, display devices144or other client devices for communication via either communications network125. For example, computing device600can facilitate in whole or in part receiving requests for a proxy player to continue gameplay on behalf of a player of a game; retrieving data describing characteristics of historical gameplay of the player; and continuing gameplay by a proxy player.
The communication device600can comprise a wireline and/or wireless transceiver (herein transceiver602), a user interface (UI604), a power supply614, a location receiver616, a motion sensor618, an orientation sensor620, and a controller606for managing operations thereof. The transceiver602can support short-range or long-range wireless access technologies such as Bluetooth®, ZigBee®, Wi-Fi, DECT, or cellular communication technologies, just to mention a few (Bluetooth® and ZigBee® are trademarks registered by the Bluetooth® Special Interest Group and the ZigBee® Alliance, respectively). Cellular technologies can include, for example, CDMA-1×, UMTS/HSDPA, GSM/GPRS, TDMA/EDGE, EV/DO, WiMAX, SDR, LTE, as well as other next generation wireless communication technologies as they arise. The transceiver602can also be adapted to support circuit-switched wireline access technologies (such as PSTN), packet-switched wireline access technologies (such as TCP/IP, VoIP, etc.), and combinations thereof.
The UI604can include a depressible or touch-sensitive keypad608with a navigation mechanism such as a roller ball, a joystick, a mouse, or a navigation disk for manipulating operations of the communication device600. The keypad608can be an integral part of a housing assembly of the communication device600or an independent device operably coupled thereto by a tethered wireline interface (such as a USB cable) or a wireless interface supporting for example Bluetooth®. The keypad608can represent a numeric keypad commonly used by phones, and/or a QWERTY keypad with alphanumeric keys. The UI604can further include a display610such as monochrome or color LCD (Liquid Crystal Display), OLED (Organic Light Emitting Diode) or other suitable display technology for conveying images to an end user of the communication device600. In an embodiment where the display610is touch-sensitive, a portion or all of the keypad608can be presented by way of the display610with navigation features.
The display610can use touch screen technology to also serve as a user interface for detecting user input. As a touch screen display, the communication device600can be adapted to present a user interface having graphical user interface (GUI) elements that can be selected by a user with a touch of a finger. The display610can be equipped with capacitive, resistive or other forms of sensing technology to detect how much surface area of a user's finger has been placed on a portion of the touch screen display. This sensing information can be used to control the manipulation of the GUI elements or other functions of the user interface. The display610can be an integral part of the housing assembly of the communication device600or an independent device communicatively coupled thereto by a tethered wireline interface (such as a cable) or a wireless interface.
The UI604can also include an audio system612that utilizes audio technology for conveying low volume audio (such as audio heard in proximity of a human car) and high-volume audio (such as speakerphone for hands free operation). The audio system612can further include a microphone for receiving audible signals of an end user. The audio system612can also be used for voice recognition applications. The UI604can further include an image sensor613such as a charged coupled device (CCD) camera for capturing still or moving images.
The power supply614can utilize common power management technologies such as replaceable and rechargeable batteries, supply regulation technologies, and/or charging system technologies for supplying energy to the components of the communication device600to facilitate long-range or short-range portable communications. Alternatively, or in combination, the charging system can utilize external power sources such as DC power supplied over a physical interface such as a USB port or other suitable tethering technologies.
The location receiver616can utilize location technology such as a global positioning system (GPS) receiver capable of assisted GPS for identifying a location of the communication device600based on signals generated by a constellation of GPS satellites, which can be used for facilitating location services such as navigation. The motion sensor618can utilize motion sensing technology such as an accelerometer, a gyroscope, or other suitable motion sensing technology to detect motion of the communication device600in three-dimensional space. The orientation sensor620can utilize orientation sensing technology such as a magnetometer to detect the orientation of the communication device600(north, south, west, and east, as well as combined orientations in degrees, minutes, or other suitable orientation metrics).
The communication device600can use the transceiver602to also determine a proximity to a cellular, Wi-Fi, Bluetooth®, or other wireless access points by sensing techniques such as utilizing a received signal strength indicator (RSSI) and/or signal time of arrival (TOA) or time of flight (TOF) measurements. The controller606can utilize computing technologies such as a microprocessor, a digital signal processor (DSP), programmable gate arrays, application specific integrated circuits, and/or a video processor with associated storage memory such as Flash, ROM, RAM, SRAM, DRAM or other storage technologies for executing computer instructions, controlling, and processing data supplied by the aforementioned components of the communication device600.
Other components not shown inFIG.6can be used in one or more embodiments of the subject disclosure. For instance, the communication device600can include a slot for adding or removing an identity module such as a Subscriber Identity Module (SIM) card or Universal Integrated Circuit Card (UICC). SIM or UICC cards can be used for identifying subscriber services, executing programs, storing subscriber data, and so on.
The terms “first,” “second,” “third,” and so forth, as used in the claims, unless otherwise clear by context, is for clarity only and does not otherwise indicate or imply any order in time. For instance, “a first determination.” “a second determination,” and “a third determination,” does not indicate or imply that the first determination is to be made before the second determination, or vice versa, etc.
In the subject specification, terms such as “store,” “storage,” “data store,” data storage,” “database,” and substantially any other information storage component relevant to operation and functionality of a component, refer to “memory components,” or entities embodied in a “memory” or components comprising the memory. It will be appreciated that the memory components described herein can be either volatile memory or nonvolatile memory, or can comprise both volatile and nonvolatile memory, by way of illustration, and not limitation, volatile memory, non-volatile memory, disk storage, and memory storage. Further, nonvolatile memory can be included in read only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable ROM (EEPROM), or flash memory. Volatile memory can comprise random access memory (RAM), which acts as external cache memory. By way of illustration and not limitation, RAM is available in many forms such as synchronous RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (DDR SDRAM), enhanced SDRAM (ESDRAM), Synchlink DRAM (SLDRAM), and direct Rambus RAM (DRRAM). Additionally, the disclosed memory components of systems or methods herein are intended to comprise, without being limited to comprising, these and any other suitable types of memory.
Moreover, it will be noted that the disclosed subject matter can be practiced with other computer system configurations, comprising single-processor or multiprocessor computer systems, mini-computing devices, mainframe computers, as well as personal computers, hand-held computing devices (e.g., PDA, phone, smartphone, watch, tablet computers, netbook computers, etc.), microprocessor-based or programmable consumer or industrial electronics, and the like. The illustrated aspects can also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a communications network; however, some if not all aspects of the subject disclosure can be practiced on stand-alone computers. In a distributed computing environment, program modules can be located in both local and remote memory storage devices.
In one or more embodiments, information regarding use of services can be generated including services being accessed, media consumption history, user preferences, and so forth. This information can be obtained by various methods including user input, detecting types of communications (e.g., video content vs. audio content), analysis of content streams, sampling, and so forth. The generating, obtaining and/or monitoring of this information can be responsive to an authorization provided by the user. In one or more embodiments, an analysis of data can be subject to authorization from user(s) associated with the data, such as an opt-in, an opt-out, acknowledgement requirements, notifications, selective authorization based on types of data, and so forth.
Some of the embodiments described herein can also employ artificial intelligence (AI) to facilitate automating one or more features described herein. The embodiments (e.g., in connection with automatically identifying acquired cell sites that provide a maximum value/benefit after addition to an existing communication network) can employ various AI-based schemes for carrying out various embodiments thereof. Moreover, the classifier can be employed to determine a ranking or priority of each cell site of the acquired network. A classifier is a function that maps an input attribute vector, X=(x1, x2, x3, x4. . . xn), to a confidence that the input belongs to a class, that is, f(x)=confidence (class). Such classification can employ a probabilistic and/or statistical-based analysis (e.g., factoring into the analysis utilities and costs) to determine or infer an action that a user desires to be automatically performed. A support vector machine (SVM) is an example of a classifier that can be employed. The SVM operates by finding a hypersurface in the space of possible inputs, which the hypersurface attempts to split the triggering criteria from the non-triggering events. Intuitively, this makes the classification correct for testing data that is near, but not identical to training data. Other directed and undirected model classification approaches comprise, e.g., naïve Bayes, Bayesian networks, decision trees, neural networks, fuzzy logic models, and probabilistic classification models providing different patterns of independence can be employed. Classification as used herein also is inclusive of statistical regression that is utilized to develop models of priority.
As will be readily appreciated, one or more of the embodiments can employ classifiers that are explicitly trained (e.g., via a generic training data) as well as implicitly trained (e.g., via observing UE behavior, operator preferences, historical information, receiving extrinsic information). For example, SVMs can be configured via a learning or training phase within a classifier constructor and feature selection module. Thus, the classifier(s) can be used to automatically learn and perform a number of functions, including but not limited to determining according to predetermined criteria which of the acquired cell sites will benefit a maximum number of subscribers and/or which of the acquired cell sites will add minimum value to the existing communication network coverage, etc.
As used in some contexts in this application, in some embodiments, the terms “component.” “system” and the like are intended to refer to, or comprise, a computer-related entity or an entity related to an operational apparatus with one or more specific functionalities, wherein the entity can be either hardware, a combination of hardware and software, software, or software in execution. As an example, a component may be, but is not limited to being, a process running on a processor, a processor, an object, an executable, a thread of execution, computer-executable instructions, a program, and/or a computer. By way of illustration and not limitation, both an application running on a server and the server can be a component. One or more components may reside within a process and/or thread of execution and a component may be localized on one computer and/or distributed between two or more computers. In addition, these components can execute from various computer readable media having various data structures stored thereon. The components may communicate via local and/or remote processes such as in accordance with a signal having one or more data packets (e.g., data from one component interacting with another component in a local system, distributed system, and/or across a network such as the Internet with other systems via the signal). As another example, a component can be an apparatus with specific functionality provided by mechanical parts operated by electric or electronic circuitry, which is operated by a software or firmware application executed by a processor, wherein the processor can be internal or external to the apparatus and executes at least a part of the software or firmware application. As yet another example, a component can be an apparatus that provides specific functionality through electronic components without mechanical parts, the electronic components can comprise a processor therein to execute software or firmware that confers at least in part the functionality of the electronic components. While various components have been illustrated as separate components, it will be appreciated that multiple components can be implemented as a single component, or a single component can be implemented as multiple components, without departing from example embodiments.
Further, the various embodiments can be implemented as a method, apparatus or article of manufacture using standard programming and/or engineering techniques to produce software, firmware, hardware or any combination thereof to control a computer to implement the disclosed subject matter. The term “article of manufacture” as used herein is intended to encompass a computer program accessible from any computer-readable device or computer-readable storage/communications media. For example, computer readable storage media can include, but are not limited to, magnetic storage devices (e.g., hard disk, floppy disk, magnetic strips), optical disks (e.g., compact disk (CD), digital versatile disk (DVD)), smart cards, and flash memory devices (e.g., card, stick, key drive). Of course, those skilled in the art will recognize many modifications can be made to this configuration without departing from the scope or spirit of the various embodiments.
In addition, the words “example” and “exemplary” are used herein to mean serving as an instance or illustration. Any embodiment or design described herein as “example” or “exemplary” is not necessarily to be construed as preferred or advantageous over other embodiments or designs. Rather, use of the word example or exemplary is intended to present concepts in a concrete fashion. As used in this application, the term “or” is intended to mean an inclusive “or” rather than an exclusive “or.” That is, unless specified otherwise or clear from context, “X employs A or B” is intended to mean any of the natural inclusive permutations. That is, if X employs A; X employs B; or X employs both A and B, then “X employs A or B” is satisfied under any of the foregoing instances. In addition, the articles “a” and “an” as used in this application and the appended claims should generally be construed to mean “one or more” unless specified otherwise or clear from context to be directed to a singular form.
Moreover, terms such as “user equipment,” “mobile station,” “mobile,” subscriber station,” “access terminal,” “terminal,” “handset.” “mobile device” (and/or terms representing similar terminology) can refer to a wireless device utilized by a subscriber or user of a wireless communication service to receive or convey data, control, voice, video, sound, gaming or substantially any data-stream or signaling-stream. The foregoing terms are utilized interchangeably herein and with reference to the related drawings.
Furthermore, the terms “user,” “subscriber,” “customer,” “consumer” and the like are employed interchangeably throughout, unless context warrants particular distinctions among the terms. It should be appreciated that such terms can refer to human entities or automated components supported through artificial intelligence (e.g., a capacity to make inference based, at least, on complex mathematical formalisms), which can provide simulated vision, sound recognition and so forth.
As employed herein, the term “processor” can refer to substantially any computing processing unit or device comprising, but not limited to comprising, single-core processors; single-processors with software multithread execution capability; multi-core processors; multi-core processors with software multithread execution capability; multi-core processors with hardware multithread technology; parallel platforms; and parallel platforms with distributed shared memory. Additionally, a processor can refer to an integrated circuit, an application specific integrated circuit (ASIC), a digital signal processor (DSP), a field programmable gate array (FPGA), a programmable logic controller (PLC), a complex programmable logic device (CPLD), a discrete gate or transistor logic, discrete hardware components or any combination thereof designed to perform the functions described herein. Processors can exploit nano-scale architectures such as, but not limited to, molecular and quantum-dot based transistors, switches and gates, in order to optimize space usage or enhance performance of user equipment. A processor can also be implemented as a combination of computing processing units.
As used herein, terms such as “data storage,” data storage,” “database,” and substantially any other information storage component relevant to operation and functionality of a component, refer to “memory components,” or entities embodied in a “memory” or components comprising the memory. It will be appreciated that the memory components or computer-readable storage media, described herein can be either volatile memory or nonvolatile memory or can include both volatile and nonvolatile memory.
What has been described above includes mere examples of various embodiments. It is, of course, not possible to describe every conceivable combination of components or methodologies for purposes of describing these examples, but one of ordinary skill in the art can recognize that many further combinations and permutations of the present embodiments are possible. Accordingly, the embodiments disclosed and/or claimed herein are intended to embrace all such alterations, modifications and variations that fall within the spirit and scope of the appended claims. Furthermore, to the extent that the term “includes” is used in either the detailed description or the claims, such term is intended to be inclusive in a manner similar to the term “comprising” as “comprising” is interpreted when employed as a transitional word in a claim.
In addition, a flow diagram may include a “start” and/or “continue” indication. The “start” and “continue” indications reflect that the steps presented can optionally be incorporated in or otherwise used in conjunction with other routines. In this context, “start” indicates the beginning of the first step presented and may be preceded by other activities not specifically shown. Further, the “continue” indication reflects that the steps presented may be performed multiple times and/or may be succeeded by other activities not specifically shown. Further, while a flow diagram indicates a particular ordering of steps, other orderings are likewise possible provided that the principles of causality are maintained.
As may also be used herein, the term(s) “operably coupled to,” “coupled to,” and/or “coupling” includes direct coupling between items and/or indirect coupling between items via one or more intervening items. Such items and intervening items include, but are not limited to, junctions, communication paths, components, circuit elements, circuits, functional blocks, and/or devices. As an example of indirect coupling, a signal conveyed from a first item to a second item may be modified by one or more intervening items by modifying the form, nature or format of information in a signal, while one or more elements of the information in the signal are nevertheless conveyed in a manner than can be recognized by the second item. In a further example of indirect coupling, an action in a first item can cause a reaction on the second item, as a result of actions and/or reactions in one or more intervening items.
Although specific embodiments have been illustrated and described herein, it should be appreciated that any arrangement which achieves the same or similar purpose may be substituted for the embodiments described or shown by the subject disclosure. The subject disclosure is intended to cover any and all adaptations or variations of various embodiments. Combinations of the above embodiments, and other embodiments not specifically described herein, can be used in the subject disclosure. For instance, one or more features from one or more embodiments can be combined with one or more features of one or more other embodiments. In one or more embodiments, features that are positively recited can also be negatively recited and excluded from the embodiment with or without replacement by another structural and/or functional feature. The steps or functions described with respect to the embodiments of the subject disclosure can be performed in any order. The steps or functions described with respect to the embodiments of the subject disclosure can be performed alone or in combination with other steps or functions of the subject disclosure, as well as from other embodiments or from other steps that have not been described in the subject disclosure. Further, more than or less than all of the features described with respect to an embodiment can also be utilized.
Claims
- A device, comprising: a processing system including a processor;and a memory that stores executable instructions that, when executed by the processing system, facilitate performance of operations, the operations comprising: receiving a request for a proxy player to continue gameplay on behalf of a player of a game, wherein the request comprises an indication of one or more conditions to end the gameplay by the proxy player;retrieving data describing characteristics of historical gameplay of the player;providing proxy control to the proxy player for continuing the gameplay by the proxy player, wherein the proxy player performs actions that emulate the player based on the data describing the characteristics of the historical gameplay of the player;determining that the one or more of the conditions to end the gameplay by the proxy player has been satisfied resulting in a determination;based on the determination, ceasing to provide proxy control to the proxy player;and based on the determination, providing control of the gameplay to the player.
- The device of claim 1, wherein the device comprises a gaming server.
- The device of claim 2, wherein the ceasing to provide proxy control to the proxy player comprises ending the gameplay by the proxy player.
- The device of claim 3, wherein the one or more conditions to end the gameplay comprises a specific period of time.
- The device of claim 3, wherein the one or more conditions to end the gameplay comprises performance of a specified task.
- The device of claim 1, wherein the operations further comprise receiving an action from the player;and ending the gameplay by the proxy player.
- The device of claim 1, wherein the operations further comprise receiving a second request from the player to end the gameplay by the proxy player;and ending the gameplay by the proxy player.
- The device of claim 1, wherein the operations further comprise receiving a message from the proxy player;and sending the message to an address associated with the player.
- The device of claim 1, wherein the operations further comprise storing the data describing the characteristics of the historical gameplay of the player.
- The device of claim 1, wherein the processing system comprises a plurality of processors operating in a distributed computing environment.
- A non-transitory, machine-readable medium, comprising executable instructions that, when executed by a processing system including a processor, facilitate performance of operations, the operations comprising: receiving a request for a proxy player to continue gameplay on behalf of a player of a game, wherein the request comprises an indication of one or more conditions to end gameplay by the proxy player;retrieving data describing characteristics of historical gameplay of the player;providing proxy control to the proxy player for emulating actions of the player via the proxy player based on the data describing characteristics of the historical gameplay of the player while continuing the gameplay;determining that the one or more of the conditions to end the gameplay by the proxy player has been satisfied resulting in a determination;based on the determining, ceasing to provide proxy control to the proxy player;based on the determination, providing control of the gameplay to the player;and based on the determination, sending a notification of satisfying the one or more conditions.
- The non-transitory, machine-readable medium of claim 11, wherein the notification is sent to the player via a mobile device.
- The non-transitory, machine-readable medium of claim 11, wherein the processing system comprises a gaming server.
- The non-transitory, machine-readable medium of claim 13, wherein the ceasing to provide proxy control to the proxy player comprises ending the gameplay by the proxy player.
- The non-transitory, machine-readable medium of claim 14, wherein the conditions to end the gameplay comprises a specific period of time.
- The non-transitory, machine-readable medium of claim 14, wherein the one or more conditions to end the gameplay comprises performance of a milestone.
- The non-transitory, machine-readable medium of claim 11, wherein the operations further comprise receiving an action from the player;and ending the gameplay by the proxy player.
- The non-transitory, machine-readable medium of claim 11, wherein the processing system comprises a plurality of processors operating in a distributed computing environment.
- A method, comprising: receiving, by a processing system including a processor, a request for a proxy player to continue gameplay on behalf of a player of a game, wherein the request comprises an indication of one or more conditions to end the gameplay by the proxy player;retrieving, by the processing system, data reflecting characteristics of historical gameplay of the player;providing, by the processing system, proxy control to the proxy player for facilitating, by the processing system, actions that emulate the player based on the data, wherein the proxy player performs the actions during the gameplay;determining, by the processing system, that the one or more condition to end the gameplay by the proxy player has been satisfied resulting in a determination;based on the determination, ceasing, by the processing system, to provide proxy control to the proxy player;and based on the determination, providing, by the processing system, control of the gameplay to the player.
- The method of claim 19, wherein the processing system comprises a gaming server.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.