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1. WO2020117442 - MACHINE LEARNING DRIVEN RESOURCE ALLOCATION

Publication Number WO/2020/117442
Publication Date 11.06.2020
International Application No. PCT/US2019/061320
International Filing Date 13.11.2019
IPC
G06F 9/50 2006.1
GPHYSICS
06COMPUTING; CALCULATING OR COUNTING
FELECTRIC DIGITAL DATA PROCESSING
9Arrangements for program control, e.g. control units
06using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
46Multiprogramming arrangements
50Allocation of resources, e.g. of the central processing unit
CPC
A63F 13/335
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
33using wide area network [WAN] connections
335using Internet
A63F 13/352
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
352involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
A63F 13/355
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
A63F 2300/407
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
2300Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
40characterised by details of platform network
407Data transfer via internet
A63F 2300/531
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
2300Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
50characterized by details of game servers
53details of basic data processing
531Server assignment
A63F 2300/538
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
2300Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
50characterized by details of game servers
53details of basic data processing
538for performing operations on behalf of the game client, e.g. rendering
Applicants
  • SONY INTERACTIVE ENTERTAINMENT LLC [US]/[US]
Inventors
  • AGOSTON, Steve
Agents
  • MINISANDRAM, Jayanthi
  • PENILLA, Albert, S.
Priority Data
16/208,46103.12.2018US
Publication Language English (en)
Filing Language English (EN)
Designated States
Title
(EN) MACHINE LEARNING DRIVEN RESOURCE ALLOCATION
(FR) ATTRIBUTION DE RESSOURCES COMMANDÉE PAR APPRENTISSAGE MACHINE
Abstract
(EN) A distributed game engine for provisioning resources for an online game includes a plurality of management nodes and a plurality of processing nodes. The management nodes are configured to distribute functional portions of the distributed game engine over the plurality of processing nodes. A resource allocation mode is constmcted from user inputs game states of the online game and success criteria included in game play training data. A resource allocation agent is used to access the resource allocation model and to communicate with a configuration agent to identify the processing nodes required for processing specific ones of the functional portions for the online game, based on the resource allocation dictated by the resource allocation model. A process synchronization layer interfaces with the processing nodes and the management nodes to provision the resources for executing the functional portions for the online game in order to produce video frames for rendering at client devices of the users.
(FR) L'invention concerne un moteur de jeu distribué destiné à fournir des ressources pour un jeu en ligne qui comprend une pluralité de nœuds de gestion et une pluralité de nœuds de traitement. Les nœuds de gestion sont configurés pour distribuer des parties fonctionnelles du moteur de jeu distribué sur la pluralité de nœuds de traitement. Un mode d'attribution de ressources est construit à partir d'entrées d'états de jeu d'utilisateur du jeu en ligne et des critères de réussite inclus dans des données d'apprentissage de pratique de jeu. Un agent d'attribution de ressources est utilisé pour accéder au modèle d'attribution de ressources et pour communiquer avec un agent de configuration pour identifier les nœuds de traitement requis pour traiter des parties spécifiques parmi les parties fonctionnelles pour le jeu en ligne, sur la base de l'attribution de ressources déterminée par le modèle d'attribution de ressources. Une couche de synchronisation de processus s'interface avec les nœuds de traitement et les nœuds de gestion pour fournir les ressources permettant d'exécuter les parties fonctionnelles pour le jeu en ligne afin de produire des trames vidéo pour un rendu au niveau de dispositifs clients des utilisateurs.
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