Search Images Maps Play YouTube News Gmail Drive More »
Sign in
Screen reader users: click this link for accessible mode. Accessible mode has the same essential features but works better with your reader.

Patents

  1. Advanced Patent Search
Publication numberUS20080090659 A1
Publication typeApplication
Application numberUS 11/548,904
Publication dateApr 17, 2008
Filing dateOct 12, 2006
Priority dateOct 12, 2006
Publication number11548904, 548904, US 2008/0090659 A1, US 2008/090659 A1, US 20080090659 A1, US 20080090659A1, US 2008090659 A1, US 2008090659A1, US-A1-20080090659, US-A1-2008090659, US2008/0090659A1, US2008/090659A1, US20080090659 A1, US20080090659A1, US2008090659 A1, US2008090659A1
InventorsMaximino Aguilar, Charles R. Johns, Mark R. Nutter
Original AssigneeMaximino Aguilar, Johns Charles R, Nutter Mark R
Export CitationBiBTeX, EndNote, RefMan
External Links: USPTO, USPTO Assignment, Espacenet
Virtual world event notification from a persistent world game server in a logically partitioned game console
US 20080090659 A1
Abstract
A mechanism is provided for generating event notifications for offline characters from within a persistent world online game. A player agent for an offline player runs in a secondary partition in a video game console while a primary application runs in a main partition. The offline player agent includes an event monitor that monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent composes an event notification message and presents the message to the offline player through speech or through an interface within the primary application. Event notification messages may include images, voice (text-to-speech), sound, or video.
Images(10)
Previous page
Next page
Claims(20)
1. A method for generating event notifications from within a persistent world game in a logically partitioned video game console, the method comprising:
activating a primary application in a main partition in the video game console;
activating a player agent in a secondary partition in the video game console for an offline player, wherein the player agent has an associated set of offline player rules;
monitoring, by the player agent, events maintained by a game server, wherein the game server observes and generates game events for a persistent virtual world;
responsive to a given event triggering one or more of the set of offline player rules, generating a notification event message; and
sending the notification event message from the offline player agent in the secondary partition to the primary application in the main partition.
2. The method of claim 1, wherein the primary application is a video game application.
3. The method of claim 2, wherein the video game application comprises an event notification interface.
4. The method of claim 1, wherein the video game console comprises a data processing system, wherein a hypervisor executes within the data processing system, wherein activating the primary application in the main partition in the video game console comprises:
initiating, by the hypervisor, the main partition;
allocating, by the hypervisor, resources within the data processing system to the main partition; and
initiating execution of the primary application in the main partition.
5. The method of claim 4, wherein activating the player agent in the secondary partition in the video game console comprises:
initiating, by the hypervisor, the secondary partition;
allocating, by the hypervisor, resources within the data processing system to the secondary partition; and
initiating execution of the offline player agent in the secondary partition.
6. The method of claim 5, wherein the offline player agent sends the notification event message to the primary application in the main partition through the hypervisor.
7. The method of claim 4, wherein the data processing system is a heterogeneous multiple processor system-on-a-chip.
8. The method of claim 1, wherein the main partition and the secondary partition run different operating systems.
9. A video game console, comprising:
a data processing system; and
a hypervisor that executes within the data processing system,
wherein the hypervisor activates a main partition and a secondary partition in the data processing system;
wherein a primary application executes in the main partition, wherein a player agent executes in the secondary partition for an offline player, wherein the player agent has an associated set of offline player rules;
wherein the player agent monitors events maintained by a game server, wherein the game server observes and generates game events for a persistent virtual world;
wherein responsive to a given event triggering one or more of the set of offline player rules, the player agent generates a notification event message and sends the notification event message from the offline player agent in the secondary partition to the primary application in the main partition.
10. The video game console of claim 9, wherein the primary application is a video game application.
11. The video game console of claim 10, wherein the video game application comprises an event notification interface.
12. The video game console of claim 9, wherein the hypervisor allocates resources within the data processing system to the main partition.
13. The video game console of claim 9, wherein the hypervisor allocates resources within the data processing system to the secondary partition.
14. The video game console of claim 13, wherein the offline player agent sends the notification event message to the primary application in the main partition through the hypervisor.
15. The video game console of claim 9, wherein the data processing system is a heterogeneous multiple processor system-on-a-chip.
16. The video game console of claim 9, wherein the main partition and the secondary partition run different operating systems.
17. A computer program product comprising a computer useable medium having a computer readable program, wherein the computer readable program, when executed on a video game console, causes the video game console to:
activate a hypervisor on the video game console;
activate, by the hypervisor, a primary application in a main partition in the video game console;
activate, by the hypervisor, a player agent in a secondary partition in the video game console for an offline player, wherein the player agent has an associated set of offline player rules;
wherein the player agent monitors events maintained by a game server, wherein the game server observes and generates game events for a persistent virtual world;
wherein responsive to a given event triggering one or more of the set of offline player rules, the player agent generates a notification event message and sends the notification event message from the offline player agent in the secondary partition to the primary application in the main partition.
18. The computer program product of claim 17, wherein the primary application is a video game application.
19. The computer program product of claim 17, wherein the hypervisor allocates resources within the data processing system to the main partition.
20. The computer program product of claim 17, wherein the hypervisor allocates resources within the data processing system to the secondary partition.
Description
BACKGROUND

1. Technical Field

The present application relates generally to an improved data processing system and method. More specifically, the present application is directed to a method, apparatus, and program product for generating virtual world event notifications from within a persistent world game server in a logically partitioned game console.

2. Description of Related Art

A massively multiplayer online role playing game (MMORPG) is an online computer or console game in which a large number of players interact with one another in a virtual world. As in all role playing games (RPGs), players assume the role of a character and take control over most of that character's actions. The virtual world may be a fantasy setting, a science fiction universe, or the old west, for example.

The origin of multiplayer games may trace back to Dungeons & Dragons® or even tabletop war games. “Dungeons & Dragons” is a registered trademark of Wizards of the Coast in the United States, other countries, or both. The beginning of massively multiplayer online role playing games may be traced back to the multi-user dungeon (MUD), which is a text-based multiplayer game that uses a command line interface. However, with the rising acceptance of person computers, as well as increased graphical capabilities of personal computers and video game consoles, massively multiplayer online role playing games have become wildly popular around the world. In fact, part of the draw of massively multiplayer online role playing games is that players from any continent may be online at any given time.

Massively multiplayer online role playing games distinguish from single-player or small multi-player role playing games by the game's persistent world. The persistent world is hosted by a server and continues to exist and evolve even when a given player is not logged in. Persistent worlds may also include non-player characters (NPCs), marketplaces, auction houses, buildings, animals, vehicles, etc. This results in a game world that is far more dynamic, diverse, realistic, and addictive than those of other games.

Players of persistent world games tend to invest a great deal of time in their online characters, in some cases to the detriment of their real-life counterparts. The player is considered online when the player is logged into the game server through a game client. A typical player performs tasks, such as completing quests, practicing skills or crafts, obtaining items, or selling items, to improve the attributes or status of the character. Often, players become obsessed with the virtual world, not wanting to miss particular events or to allow other players to surpass them in ability or wealth.

SUMMARY

The exemplary embodiments recognize the disadvantages of the prior art and provide a method, apparatus, and program product for generating virtual world event notifications from within a persistent world game server in a logically partitioned game console. A player agent for an offline player runs in a secondary partition in a video game console while a primary application runs in a main partition. The offline player agent includes an event monitor that monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent composes an event notification message and presents the message to the offline player through speech or through an interface within the primary application. Event notification messages may include images, voice (text-to-speech), sound, or video.

The player may remain offline with respect to the persistent virtual world online game and stay in touch with events that occur within the virtual world. In the meantime, the player may use the video game console to play games that are not associated with the persistent virtual world online game server. Through logical partitioning, the video game console is capable of devoting processing resources to a primary application in a main partition while still monitoring for events in the persistent virtual world game using an offline player agent running in a secondary partition.

In one illustrative embodiment, a method for generating event notifications from within a persistent world game in a logically partitioned video game console is provided. The method comprises activating a primary application in a main partition in the video game console and activating a player agent in a secondary partition in the video game console for an offline player. The player agent has an associated set of offline player rules. The method further comprises monitoring, by the player agent, events maintained by a game server. The game server observes and generates game events for a persistent virtual world. The method further comprises responsive to a given event triggering one or more of the set of offline player rules, generating a notification event message and sending the notification event message from the offline player agent in the secondary partition to the primary application in the main partition.

In one exemplary embodiment, the primary application is a video game application. In another exemplary embodiment, the video game application comprises an event notification interface.

In a further exemplary embodiment, the video game console comprises a data processing system. A hypervisor executes within the data processing system. Activating the primary application in the main partition in the video game console comprises initiating, by the hypervisor, the main partition, allocating, by the hypervisor, resources within the data processing system to the main partition, and initiating execution of the primary application in the main partition. In a still further embodiment, activating the player agent in the secondary partition in the video game console comprises initiating, by the hypervisor, the secondary partition, allocating, by the hypervisor, resources within the data processing system to the secondary partition, and initiating execution of the offline player agent in the secondary partition. In yet another exemplary embodiment, the offline player agent sends the notification event message to the primary application in the main partition through the hypervisor. In another exemplary embodiment, the data processing system is a heterogeneous multiple processor system-on-a-chip.

In a further exemplary embodiment, the main partition and the secondary partition run different operating systems.

In another illustrative embodiment, a video game console comprises a data processing system and a hypervisor that executes within the data processing system. The hypervisor activates a main partition and a secondary partition in the data processing system. A primary application executes in the main partition. A player agent executes in the secondary partition for an offline player. The player agent has an associated set of offline player rules. The player agent monitors events maintained by a game server. The game server observes and generates game events for a persistent virtual world. Responsive to a given event triggering one or more of the set of offline player rules, the player agent generates a notification event message and sends the notification event message from the offline player agent in the secondary partition to the primary application in the main partition.

In one exemplary embodiment, the primary application is a video game application. In another exemplary embodiment, the video game application comprises an event notification interface.

In a further exemplary embodiment, the hypervisor allocates resources within the data processing system to the main partition. In another exemplary embodiment, the hypervisor allocates resources within the data processing system to the secondary partition.

In a still further exemplary embodiment, the offline player agent sends the notification event message to the primary application in the main partition through the hypervisor. In yet another exemplary embodiment, the main partition and the secondary partition run different operating systems.

In other exemplary embodiments, the video game console performs various ones of the operations outlined above with regard to the method in the illustrative embodiments.

In a further illustrative embodiment, a computer program product is provided comprising a computer useable medium having a computer readable program. The computer readable program, when executed on a video game console, causes the video game console to activate a hypervisor on the video game console, activate, by the hypervisor, a primary application in a main partition in the video game console, and activate, by the hypervisor, a player agent in a secondary partition in the video game console for an offline player. The player agent has an associated set of offline player rules. The player agent monitors events maintained by a game server. The game server observes and generates game events for a persistent virtual world. Responsive to a given event triggering one or more of the set of offline player rules, the player agent generates a notification event message and sends the notification event message from the offline player agent in the secondary partition to the primary application in the main partition.

In other exemplary embodiments, the computer readable program code may further cause the video game console to perform various ones of the operations outlined above with regard to the method in the illustrative embodiments.

These and other features and advantages of the present invention will be described in, or will become apparent to those of ordinary skill in the art in view of, the following detailed description of the exemplary embodiments of the present invention.

BRIEF DESCRIPTION OF THE DRAWINGS

The novel features believed characteristic of the invention are set forth in the appended claims. The invention itself, however, as well as a preferred mode of use, further objectives and advantages thereof, will best be understood by reference to the following detailed description of an illustrative embodiment when read in conjunction with the accompanying drawings, wherein:

FIG. 1 depicts a pictorial representation of an exemplary distributed data processing system in which aspects of the illustrative embodiments may be implemented;

FIG. 2 is a block diagram of an exemplary data processing system in which aspects of the illustrative embodiments may be implemented;

FIG. 3 is a block diagram illustrating a multiplayer online persistent world game environment in accordance with an exemplary embodiment;

FIG. 4 is a block diagram illustrating the functional components of a player agent in accordance with an exemplary embodiment;

FIG. 5 depicts a rule configuration user interface in accordance with accordance with an illustrative embodiment;

FIG. 6 depicts a notification event message presented on a wireless phone display in accordance with an exemplary embodiment;

FIG. 7 depicts a notification event message presented as an electronic mail message in accordance with an exemplary embodiment;

FIG. 8 depicts a notification event message with reply instructions presented on a wireless phone display in accordance with an exemplary embodiment;

FIG. 9 depicts a reply message for performing an offline action on a wireless phone display in accordance with an exemplary embodiment;

FIG. 10 depicts a Web-based offline player rule customization interface in accordance with an exemplary embodiment;

FIG. 11 depicts a message for composing an offline player rule on a wireless phone display in accordance with an exemplary embodiment;

FIG. 12 is an exemplary block diagram of a data processing system in which aspects of the present invention may be implemented;

FIG. 13 illustrates an example of a partitioned heterogeneous data processing system in accordance with the exemplary embodiment;

FIG. 14 illustrates an exemplary heterogeneous system with time-sharing of a processor resources in accordance with the exemplary embodiment;

FIG. 15 is a block diagram illustrating a logically partitioned video game console in accordance with an illustrative embodiment;

FIG. 16 is an exemplary diagram illustrating a screen of display from a logically partitioned video game console in accordance with an exemplary embodiment; and

FIG. 17 is a flowchart illustrating operation of a player agent in a logical partition of a video game console for sending event notifications to a main partition of the video game console in response to game events within a persistent virtual game world in accordance with an illustrative embodiment.

DETAILED DESCRIPTION OF THE ILLUSTRATIVE EMBODIMENTS

The illustrative embodiments described hereafter provide a mechanism for generating virtual world event notifications from within a persistent world game. As such, the illustrative embodiments may be implemented in a distributed data processing environment in which multiple computing devices are utilized along with one or more data networks. Accordingly, FIGS. 1 and 2 hereafter are provided as examples of a distributed data processing environment and computing devices in which exemplary aspects of the illustrative embodiments may be implemented. FIGS. 1 and 2 are only exemplary and are not intended to state or imply any limitation with regard to the types and/or configurations of computing devices in which the illustrative embodiments may be implemented. Many modifications to the computing devices and environments depicted in FIGS. 1 and 2 may be made without departing from the spirit and scope of the present invention.

With reference now to the figures, FIG. 1 depicts a pictorial representation of an exemplary distributed data processing system in which aspects of the illustrative embodiments may be implemented. Distributed data processing system 100 may include a network of computers in which embodiments of the illustrative embodiments may be implemented. The distributed data processing system 100 contains at least one network 120, which is the medium used to provide communication links between various devices and computers connected together within distributed data processing system 100. The network 120 may include connections, such as wire, wireless communication links, or fiber optic cables.

In the depicted example, servers 102, 104, and 106 are connected to network 120 along with storage unit 108. In addition, clients 112, 114, and 116 are also connected to network 120. These clients 112, 114, and 116 may be, for example, personal computers, network computers, or the like. In the depicted example, server 102 may provide data, such as boot files, operating system images, and applications to the clients 112, 114, and 116. In this instance, clients 112, 114, and 116 are clients to server 102 in the depicted example. Distributed data processing system 100 may include additional servers, clients, and other devices not shown.

More particularly, distributed data processing system 100 may provide a massively multiplayer online game environment. Server 102 may provide a game server for maintaining a persistent virtual world for clients 112, 114, 116. A persistent virtual world is a representation of an environment with which players interact. The virtual world is persistent because the environment continues to exist and evolve even when a given player is not logged in. Server 102 may run game server software and maintain a database in storage 108 to track the states of objects, structures, and characters in the persistent virtual world.

Clients 112, 114, 116 may run game client software that a player uses to interact with the persistent virtual world. Clients 112, 114, 116 may render a two-dimensional or three-dimensional representation of the persistent virtual world, although clients 112, 114, 116 may also represent the virtual world using text, as in earlier multi-user dungeons (MUDs). The player typically interacts with the virtual world on behalf of, or from the perspective of, the player's character. In three-dimensional game environments, the player's character is represented by a three-dimensional player model. A significant draw of three-dimensional multiplayer online games is the ability to customize the appearance of the player model, which is also referred to as an “avatar.” The players may initially customize the appearance of the player model by selecting facial features, body style, hair color, hair style, facial hair, and the like. Throughout the game experience, the player model may evolve, just as the virtual world itself evolves. For example, the player may add armor, weapons, clothing, or companions, such as pets.

The player is considered online when the player is logged into the game server through a game client. While online, players may interact with the virtual world through commands, keystrokes, or mouse clicks. For example, a common user interface for massively multiplayer online role playing games is the WASD interface, where the virtual world is rendered from the perspective of the player's character and the “W” key moves the character forward, the “A” key turns the character left, the “S” key moves the player backward, and the “D” key moves the player right. Other user interfaces may use the cursor keys, mouse look, a top-down third-party perspective, a chase camera perspective, or other known interface techniques.

Whenever a player character interacts with the virtual world, an event is generated and sent to the game server, e.g., server 102. For instance, if a player at client 112 casts a spell on the character of the player at client 114, either a healing spell or an attack, an event is generated at client 112 and sent to server 102. Server 102 then generates an event and sends it to client 114. Server 102 also keeps track of the position, orientation, and status of each structure, character, and item. The evolution of the virtual world is the result of events. A database contains the current state of the virtual world. The events cause changes to the virtual world and, thus, the database. The role of the game client is essentially to represent these events graphically (or textually) to allow the player to monitor for events that are relevant to that player's character and to perform appropriate actions by interacting with the game client.

In one illustrative embodiment, server 104 runs a notification server. Each player may configure a player agent with a set of offline rules. The player agent may run on game server 102, notification server 104, or one of clients 112, 114, 116. The player agent monitors the events and applies the set of offline rules. If an event occurs that matches an offline rule, notification server 104 generates a message. Notification server 104 then sends the message to the offline player. The message may be, without limitation, an electronic mail message, an instant message, a voice message, or a wireless phone message.

In another exemplary embodiment, server 106 may run a Web server application, which provides Web-based user interfaces for configuring rules or reading or composing messages for notification server 104. Thus, a player may configure the set of offline rules while at work through a Web interface without the need for a heavy, graphics-intensive game client. Alternatively, a player may configure offline rules through the game client itself or a specialized client application.

While the depicted example shows the game server, the notification server, and the Web server as separate physical devices, these servers, or various combinations of these servers, may actually be server applications running on the same physical device. For example, the game server and notification server may both run on server 102 and the Web server may run on server 104. Alternatively, the notification functionality may be integrated within the game server on server 102.

In the depicted example, distributed data processing system 100 is the Internet with network 120 representing a worldwide collection of networks and gateways that use the Transmission Control Protocol/Internet Protocol (TCP/IP) suite of protocols to communicate with one another. At the heart of the Internet is a backbone of high-speed data communication lines between major nodes or host computers, consisting of thousands of commercial, governmental, educational and other computer systems that route data and messages. Of course, the distributed data processing system 100 may also be implemented to include a number of different types of networks, such as for example, an intranet, a local area network (LAN), a wide area network (WAN), or the like. As stated above, FIG. 1 is intended as an example, not as an architectural limitation for different embodiments of the present invention, and therefore, the particular elements shown in FIG. 1 should not be considered limiting with regard to the environments in which the illustrative embodiments of the present invention may be implemented.

With reference now to FIG. 2, a block diagram of an exemplary data processing system is shown in which aspects of the illustrative embodiments may be implemented. Data processing system 200 is an example of a computer, such as server 102 or client 112 in FIG. 1, in which computer usable code or instructions implementing the processes for illustrative embodiments may be located.

In the depicted example, data processing system 200 employs a hub architecture including north bridge and memory controller hub (NB/MCH) 202 and south bridge and input/output (I/O) controller hub (SB/ICH) 204. Processing unit 206, main memory 208, and graphics processor 210 are connected to NB/MCH 202. Graphics processor 210 may be connected to NB/MCH 202 through an accelerated graphics port (AGP).

In the depicted example, local area network (LAN) adapter 212 connects to SB/ICH 204. Audio adapter 216, keyboard and mouse adapter 220, modem 222, read only memory (ROM) 224, hard disk drive (HDD) 226, CD-ROM drive 230, universal serial bus (USB) ports and other communication ports 232, and PCI/PCIe devices 234 connect to SB/ICH 204 through bus 238 and bus 240. PCI/PCIe devices may include, for example, Ethernet adapters, add-in cards, and PC cards for notebook computers. PCI uses a card bus controller, while PCIe does not. ROM 224 may be, for example, a flash binary input/output system (BIOS).

HDD 226 and CD-ROM drive 230 connect to SB/ICH 204 through bus 240. HDD 226 and CD-ROM drive 230 may use, for example, an integrated drive electronics (IDE) or serial advanced technology attachment (SATA) interface. Super I/O (SIO) device 236 may be connected to SB/ICH 204.

An operating system runs on processing unit 206. The operating system coordinates and provides control of various components within the data processing system 200 in FIG. 2. As a client, the operating system may be a commercially available operating system such as Microsoft® Windows® XP (Microsoft and Windows are trademarks of Microsoft Corporation in the United States, other countries, or both). An object-oriented programming system, such as the Java™ programming system, may run in conjunction with the operating system and provides calls to the operating system from Java™ programs or applications executing on data processing system 200 (Java is a trademark of Sun Microsystems, Inc. in the United States, other countries, or both).

As a server, data processing system 200 may be, for example, an IBM® eServer™ pSeries® computer system, running the Advanced Interactive Executive (AIX®) operating system or the LINUX® operating system (eServer, pSeries and AIX are trademarks of International Business Machines Corporation in the United States, other countries, or both while LINUX is a trademark of Linus Torvalds in the United States, other countries, or both). Data processing system 200 may be a symmetric multiprocessor (SMP) system including a plurality of processors in processing unit 206. Alternatively, a single processor system may be employed.

Instructions for the operating system, the object-oriented programming system, and applications or programs are located on storage devices, such as HDD 226, and may be loaded into main memory 208 for execution by processing unit 206. The processes for illustrative embodiments of the present invention may be performed by processing unit 206 using computer usable program code, which may be located in a memory such as, for example, main memory 208, ROM 224, or in one or more peripheral devices 226 and 230, for example.

A bus system, such as bus 238 or bus 240 as shown in FIG. 2, may be comprised of one or more buses. Of course, the bus system may be implemented using any type of communication fabric or architecture that provides for a transfer of data between different components or devices attached to the fabric or architecture. A communication unit, such as modem 222 or network adapter 212 of FIG. 2, may include one or more devices used to transmit and receive data. A memory may be, for example, main memory 208, ROM 224, or a cache such as found in NB/MCH 202 in FIG. 2.

Those of ordinary skill in the art will appreciate that the hardware in FIGS. 1-2 may vary depending on the implementation. Other internal hardware or peripheral devices, such as flash memory, equivalent non-volatile memory, or optical disk drives and the like, may be used in addition to or in place of the hardware depicted in FIGS. 1-2. Also, the processes of the illustrative embodiments may be applied to a multiprocessor data processing system, other than the SMP system mentioned previously, without departing from the spirit and scope of the present invention.

Moreover, the data processing system 200 may take the form of any of a number of different data processing systems including client computing devices, server computing devices, video game consoles, a tablet computer, laptop computer, telephone or other communication device, a personal digital assistant (PDA), or the like. In some illustrative examples, data processing system 200 may be a portable computing device which is configured with flash memory to provide non-volatile memory for storing operating system files and/or user-generated data, for example. Essentially, data processing system 200 may be any known or later developed data processing system without architectural limitation.

FIG. 3 is a block diagram illustrating a multiplayer online persistent world game environment in accordance with an exemplary embodiment. Public game server 312 provides a massively multiplayer online game to game clients 302. Players interact with the persistent virtual game world through game clients 302, which may provide text-based or graphical user interfaces for representing the persistent virtual game world to the player. Current popular game clients represent virtual game worlds as three-dimensional environments. The persistent game world may be, for example, a medieval fantasy setting, a futuristic science fiction universe, the old west, a super hero universe, or any other environment that is suitable for a multiplayer online game.

Game clients 302 may be, for example, personal computers or video game consoles. Personal computers, as referred to herein, may include desktop computers, laptop computers, or any other computing device that is capable of running a game client application. A video game console is a specialized computing device that is used to play video games. The game software itself may be available on a compact disc (CD), digital video disc (DVD), or a high definition format video disc, for example. Earlier game machines used cartridges containing read only memory (ROM) chips. Although video game consoles may be powered by similar processor chips as desktop computers, the hardware is under the entire control of the respective manufacturer, and the software is specific to the machine's capabilities. Video game consoles may also include hand-held video game devices, which are self-contained devices with audio capabilities and displays built-in.

As the persistent virtual game world evolves through interaction by the players and other events, such as scripted actions by non-player characters (NPCs), public game server observes the interactions and may generate events. The results of the events are then recorded in information/game database 322. Events are also broadcast to all of the online players affected by the events within game clients 302. In most current implementations, the persistent virtual game world is divided into “zones.” Thus, while there may be over 2,000 players online at a given time, there may only be 200 players in a particular zone. Therefore, when an event occurs in that zone, such as a player attacking a non-player merchant character, public game server 312 may broadcast the event to only the players in that zone. A person of ordinary skill in the art will recognize that the manner in which game events are distributed to online player clients is not a focus of this disclosure.

In current massively multiplayer online games, offline player presence is severely limited. At best, a player may place an item up for auction and the auction house may sell the item on behalf of the player while the player is offline. In other implementations, the player must leave his or her client device logged in to allow the character to sell an item, for instance, or to perform any other action. This causes subscribers to feel a sense of loss whenever they are offline. That is, while players are unable to have an online presence in the virtual game world, they may be missing critical events. For example, a player may return home from a long walk in the park to find out that his home city in the virtual world has been overrun by the enemy.

In accordance with an exemplary embodiment, player agents 332, 334, 336 use offline player rules 342, 344, 346 to monitor for events that are relevant to particular offline players. For example, each one of player agents 332, 334, 336 may execute on behalf of an offline player. Player agents 332, 334, 336 may execute, for example, in game clients 302, public game server 312, notification server 314, or combinations thereof. The offline players configure offline player rules 342, 344, 346 to define what types of events are relevant, as well as how, when, and/or where event notifications are to be distributed. For instance, a particular player configures player agent 332 with offline player rules 342. Player agent 332 monitors events observed by and generated by public game server 312. If an event occurs that satisfies one of the set of offline player rules 342, player agent 332 generates an event notification message. In one exemplary embodiment, if an event satisfies more than one rule, then player agent 332 may combine the resulting event notifications into a single message. Alternatively, the player agent may generate a separate event notification message for each player rule that is triggered.

Notification server 314 may deliver event notification messages to messaging clients 304. Event notification messages may include, without limitation, electronic mail messages, instant messages, voice mail messages, facsimile transmissions, or wireless phone messages. As an example, player agent 332 may compose an electronic mail message containing the event information, and notification server 314 may deliver it to one of message clients 304, through an electronic mail server, using the simple mail transfer protocol (SMTP). As another example, notification server 314 may deliver an event notification message to a group of messaging clients 304 through Internet relay chat (IRC). As yet another example, notification server 314 may deliver an event notification message to a short message service (SMS) client. A person of ordinary skill in the art will recognize that other known messaging techniques may be used.

Messaging clients 304 may be any client devices capable of receiving event notification messages. More particularly, messaging clients 304 may include, without limitation, personal computers, telephone devices, personal digital assistants, push email client devices, set-top television devices, or video game consoles. As an example, an offline player may receive a text message on his wireless telephone notifying him that his base is being attacked by the enemy. As a further example, a particular player may receive an email at work notifying her that a particular non-player character has appeared in the same zone as her character.

In one exemplary embodiment, players may configure offline player rules 342, 344, 346 using the game client applications on game clients 302. That is, the game client software may provide user interfaces for setting offline player rules. For example, a player may indicate whether event notification messages are to be sent to a particular wireless phone number, email address, or instant messaging identification. Offline player rules may also define whether notification messages shall include text, image, or voice, for example. A player may also define what types of events shall trigger event notification.

In another exemplary embodiment, web serer 316 may provide Web-based user interfaces for configuring offline player rules 342, 344, 346. Thus, players may configure offline rules while at work using Web clients 306 without the need for a graphics-intensive game client application. Web clients 306 may include, without limitation, personal computers, Web-enabled wireless phone devices, or set-top television devices.

In accordance with another illustrative embodiment, player agents 332, 334, 336 may generate events on behalf of offline players according to offline player rules 342, 344, 346. Players may configure offline player rules 342, 344, 346 with actions to be taken while the player is offline. Thus, the player's character may have a presence within the persistent virtual world even when the player is offline. If an event occurs that matches one of the offline player rules of a given character, the respective player agent may generate one or more events if the offline player rule calls for an action to be taken. The player agent then may send the one or more events to public game server 312 as if the event was generated by a game client for an online character.

In particular embodiments, an offline character may be represented in the persistent virtual game world just as a non-player character is represented. This may actually enhance the game experience, because players may provide interesting game content through the actions taken according to offline player rules. For instance, players may contribute to the persistent virtual world even while offline by providing offline player rules that offer quests to online characters. Offline players may dance for a few coins or upgrade armor for a price, for example. Alternatively, offline players may perform scripted actions to add to the overall story of the virtual world.

Alternatively, offline players may add, modify, or remove offline player rules using messaging clients 304. When a player issues a message from one of messaging clients 304, notification server 314 may forward the message to the respective player agent 332, 334, 336. In response to appropriate incoming messages, player agents 332, 334, 336 may update offline player rules 342, 344, 346.

The game provider sees an added benefit, because an active community of players will provide a virtual environment that is truly built and shaped by the players. While game providers may still provide non-player characters, quests, expansions, and the like, the game community will be fueled by the imaginations of the subscribers. As a result, the game providers may experience a reduction in the cancellation rate of account memberships.

FIG. 4 is a block diagram illustrating the functional components of a player agent in accordance with an exemplary embodiment. Player agent 400 includes event monitor 402, event generator 404, message parser 406, message composer 408, and rules manager 410. Event monitor 402 receives events that are observed and generated by the public game server. Rules manager 410 performs a check against offline player rules 412 to determine if an incoming game event matches a rule.

If a game event received from event monitor 402 matches one of offline player rules 412, rules manager triggers message composer 408 to compose an event notification message. Message composer 408 may simply formulate a text message using a template, for example. In addition, message composer 408 may include in the message an image, such as a still image of the current state of the game or an image of an item, based on the active rule from offline player rules 412. The rules may also include a text message, sound file, or the like to send as the message. This allows the user to customize the message he receives, much like a ring tone may identify a caller. Furthermore, if indicated within the active rule, message composer 408 may perform text-to-speech conversion and output the event notification message as a sound file. Message composer 408 then provides the generated message to the notification server.

Message parser 406 receives incoming messages that may add, modify, or remove rules in offline player rules 412. Message parser 406 parses the message according to templates or a predefined syntax, for example. In response to appropriate incoming messages, rules manager 410 updates offline player rules 412 based on instructions in the message composed by the user. For example, rules manager 410 may add more detailed events, request a still image or short video, etc., based on the instructions from the offline player.

In another illustrative embodiment, rules manager 410 may signal event generator 404 to generate game events on behalf of the offline player. In response to a particular rule being activated from offline player rules 412, or in response to an appropriate incoming message, rules manager 410 may activate event generator 404 to send a game event to the public game server as if the event were generated by an online player's game client.

FIG. 5 depicts a rule configuration user interface in accordance with accordance with an illustrative embodiment. Rules client window 500 provides an interface through which a player may configure offline player rules for event notification. Rules client window 500 may be presented through a game client application running on one of game clients 302 in FIG. 3, a Web browser running on one of Web clients 306 in FIG. 3, or a stand-alone application, for example.

Rules client window 500 includes a contact information portion 510, a message content portion 520, and a notification type portion 530. In contact information portion 510, the player may indicate whether he or she wishes to receive game event notifications by wireless phone, electronic mail, or instant messenger. The player may provide the contact information in text entry fields 512. As an example, a player may check the “Wireless phone” box and enter a telephone number in the appropriate field. Contact information portion 510 may include more or fewer options depending upon the implementation.

Message contact portion 520 allows a player to indicate whether the message should include a text notification, an image, or voice. In an exemplary implementation, the player may check all three selections. If the “Image” selection is checked, the notification service may provide an image of an item or a screen capture from a game client of a nearby online player, for example. Alternatively, the game server may be configured to generate a low resolution image, for instance. If the “Voice” selection is checked, the notification service may perform text-to-speech conversion and provide the event notification message as a voice message or voice mail.

Notification type portion 530 allows a player to indicate what types of events should result in a notification message. In the depicted example, the types of notification events include a market price offer to buy an item the player is selling, an offer to sell an item the player has on a wish list, an attack on the player's guild hall, and an attack on the player's character. Notification type portion 530 presents a small number of checkboxes for simplicity; however, a person of ordinary skill in the art will appreciate that the catalogue of possible event types may be quite extensive and will likely include many more event types and more detailed and complicated rules. In an alternative embodiment, notification type portion 530 may include a notification entry interface that allows the player to add a finite, or perhaps limitless, number of notification types using a simple programming or scripting language.

FIG. 6 depicts a notification event message presented on a wireless phone display in accordance with an exemplary embodiment. Message display 600 may be presented on one of messaging clients 304 in FIG. 3, for example. Message display 600 includes a text message display portion, which includes event notification content 610. In the depicted example, the event notification alerts the player that a particular item is being offered for sale. The event notification also informs the player of the character offering the item for sale and the price.

FIG. 7 depicts a notification event message presented as an electronic mail message in accordance with an exemplary embodiment. Electronic mail window 700 may be presented on one of messaging clients 304 or one of Web clients 306 in FIG. 3, for example. Electronic mail window 700 includes message portion 702. Message portion 702 presents message header information and message content. The message content includes event notification content 710. In the depicted example, the message content 710 is also accompanied by image 712. In this instance, image 712 is of the item being offered for sale. In addition, in this example, the message portion also includes banner advertisement 714. The game provider may use the event notification messages as a vehicle to advertise related products or to sell advertising to partners.

In the depicted example, image 712 is of a particular item being offered for sale. However, the image may be any type of image related or unrelated to the event notification. For example, players may offer photographs to be used in character profiles. As another example, image 712 may be an illustration that is reasonably associated with the particular event.

As another example, the image may be a screen capture taken by a nearest online player to the event or the game server. For instance, if an online character offering the item for sale happens to be looking at the offline player's character when making the offer, the game server may instruct the online character's game client application to take a low resolution screen capture and send the screen capture image to the player agent composing the message. Alternatively, if the offline character's city is attacked, the image may be a screen capture from the viewpoint of the nearest online bystander, the offline player character's point of view, or even the attacker's point of view, showing the ruin left in the wake of the attack. In this manner, the event notification message may provide significant persistent world information to an offline player through standard communications channels outside the game world.

FIG. 8 depicts a notification event message with reply instructions presented on a wireless phone display in accordance with an exemplary embodiment. Message display 800 may be presented on one of messaging clients 304 in FIG. 3, for example. Message display 800 includes a text message display portion, which includes event notification content 810 and reply instructions 820. In the depicted example, the event notification alerts the player that a particular item is being offered for sale. The event notification also informs the player of the character offering the item for sale and the price.

Reply instructions 820 tell the player how to send a message into the event notification server to perform an offline action responsive to the event. In this example, the player may select “Reply” button 822 and reply to the message with the word “buy” to purchase the item.

FIG. 9 depicts a reply message for performing an offline action on a wireless phone display in accordance with an exemplary embodiment. Message composition display 900 may be presented on one of messaging clients 304 in FIG. 3, for example. Message composition display 900 includes message entry portion 910. The player may enter a message to the game server in message entry portion 910. In the depicted example, the player enters the word “buy” in response to a particular offer for sale; however, the message may comprise specific instructions for offline player actions or rules. In particular, the player may use templates or a specific syntax for composing messages. When message composition is complete, the player may select “Send” button 912 to send the message to the event notification server. When the event notification server receives, the message, the event notification server may generate a game event, as discussed above.

FIG. 10 depicts a Web-based offline player rule customization interface in accordance with an exemplary embodiment. The rule customization interface may be presented as a Web page in a Web browser application interface running on one of Web clients 306 in FIG. 3, for example. Web browser window 1000 includes display area 1002 in which the offline player rule customization interface may be presented.

The offline player rule customization interface includes rules list portion 1010, “Add” button 1012, “Remove” button 1014, “Edit” button 1016, and “Done” button 1018. The existing rules are listed in rules list portion 1010. Selecting “Add” button 1012 may cause the Web client to generate another interface for entering a specific offline player rule. The interface (not shown for simplicity) for entering a specific offline player rule may be, for example, a simple text entry field. However, given the number of possible rules in a typical massively multiplayer online game, the interface for entering a rule may include radio buttons, check boxes, drop-down menus, and the like.

The player may select a rule in rule list portion 1010 and select “Remove” button 1014 to remove the list from the list. Selecting a rule from rule list portion 1010 and selecting “Edit” button 1016 may generate an interface for entering rule information similar to that described above for adding a rule. When the player is finished adding, removing, and editing rules, the player may select “Done” button 1018 to persist the rules to the offline player agent, which may reside locally on the game client or may reside at the game server or event notification server, as described above.

The player may also select “Command Syntax Help” button 1022 to view a help dialog. Since the number and complexity of the commands may be more than can be remembered by a casual user, the help dialog may present a list of commands and guidelines for the syntax. The help dialog may also include other information, such as frequently asked questions, troubleshooting, etc.

In addition, display area 1002 may also present banner advertisement 1020. As stated above, the game provider may use the event notification messages as a vehicle to advertise related products or to sell advertising to partners.

FIG. 11 depicts a message for composing an offline player rule on a wireless phone display in accordance with an exemplary embodiment. Message composition display 1100 may be presented on one of messaging clients 304 in FIG. 3, for example. Message composition display 1100 includes message entry portion 1110. The player may enter a message to the game server in message entry portion 1110. In the depicted example, the player enters the rule “<add> when:attackonself, flee” to submit an offline player rule to be used by a player agent. In particular, the player may use templates or a specific syntax for composing messages.

The command editing commands may include “add,” “delete,” “change,” “and “view rules” commands. Thus, the user may compose a message beginning with “<add>” followed by the command to be added, for example. Other commands are possible, such as “fleenow,” “attack,” and so forth, depending on the commands of the game client. Many online persistent world game clients include a command-line interface, although it is usually hidden from the user in the default interface. When message composition is complete, the player may select “Send” button 1112 to send the message to the player agent through the event notification server.

With reference again to FIG. 3, according to one illustrative embodiment, some or all of game clients 302 may be video game consoles as described above. In accordance with the illustrative embodiment, a video game console may be logically partitioned so that a game application, or perhaps another type of application, runs in a main logical partition. An offline player agent, such as player agent 332 or offline player agent 400 in FIG. 4, for example, may run in a secondary logical partition on the video game console.

FIG. 12 is an exemplary block diagram of a data processing system in which aspects of the present invention may be implemented. The exemplary data processing system shown in FIG. 12 is an example of the Cell Broadband Engine (CBE) data processing system, which may be a main component of a video game console in accordance with the illustrative embodiment. While the CBE will be used in the description of the preferred embodiments of the present invention, the present invention is not limited to such, as will be readily apparent to those of ordinary skill in the art upon reading the following description.

As shown in FIG. 12, the CBE 1200 includes a power processor element (PPE) 1210 having a processor (PPU) 1216 and its L1 and L2 caches 1212 and 1214, and multiple synergistic processor elements (SPEs) 1220-1234 that each has its own synergistic processor unit (SPU) 1240-1254, memory flow control 1255-1262, local memory or store (LS) 1263-1270, and bus interface unit (BIU unit) 1280-1294 which may be, for example, a combination direct memory access (DMA), memory management unit (MMU), and bus interface unit. A high bandwidth internal element interconnect bus (EIB) 1296, a bus interface controller (BIC) 1297, and a memory interface controller (MIC) 1298 are also provided.

The local memory or local store (LS) 1263-1270 is a non-coherent addressable portion of a large memory map which, physically, may be provided as small memories coupled to the SPUs 1240-1254. The local stores 1263-1270 may be mapped to different address spaces. These address regions are continuous in a non-aliased configuration. A local store 1263-1270 is associated with its corresponding SPU 1240-1254 and SPE 1220-1234 by its address location, such as via the SPU Identification Register, described in greater detail hereafter. Any resource in the system has the ability to read/write from/to the local store 1263-1270 as long as the local store is not placed in a secure mode of operation, in which case only its associated SPU may access the local store 1263-1270 or a designated secured portion of the local store 1263-1270.

The CBE 1200 may be a system-on-a-chip such that each of the elements depicted in FIG. 12 may be provided on a single microprocessor chip. Moreover, the CBE 1200 is a heterogeneous processing environment in which each of the SPUs may receive different instructions from each of the other SPUs in the system. Moreover, the instruction set for the SPUs is different from that of the PPU, e.g., the PPU may execute Reduced Instruction Set Computer (RISC) based instructions while the SPU execute vectorized instructions.

The SPEs 1220-1234 are coupled to each other and to the L2 cache 1214 via the EIB 1296. In addition, the SPEs 1220-1234 are coupled to MIC 1298 and BIC 1297 via the EIB 1296. The MIC 1298 provides a communication interface to shared memory 1299. The BIC 1297 provides a communication interface between the CBE 1200 and other external buses and devices.

The PPE 1210 is a dual threaded PPE 1210. The combination of this dual threaded PPE 1210 and the eight SPEs 1220-1234 makes the CBE 1200 capable of handling 10 simultaneous threads and over 128 outstanding memory requests. The PPE 1210 acts as a controller for the other eight SPEs 1220-1234 which handle most of the computational workload. The PPE 1210 may be used to run conventional operating systems while the SPEs 1220-1234 perform vectorized floating point code execution, for example.

The SPEs 1220-1234 comprise a synergistic processing unit (SPU) 1240-1254, memory flow control units 1255-1262, local memory or store 1263-1270, and an interface unit 1280-1294. The local memory or store 1263-1270, in one exemplary embodiment, comprises a 256 KB instruction and data memory which is visible to the PPE 1210 and can be addressed directly by software.

The PPE 1210 may load the SPEs 1220-1234 with small programs or threads, chaining the SPEs together to handle each step in a complex operation. For example, a set-top box incorporating the CBE 1200 may load programs for reading a DVD, video and audio decoding, and display, and the data would be passed off from SPE to SPE until it finally ended up on the output display. At 4 GHz, each SPE 1220-1234 gives a theoretical 32 GFLOPS of performance with the PPE 1210 having a similar level of performance.

The memory flow control units (MFCs) 1255-1262 serve as an interface for an SPU to the rest of the system and other elements. The MFCs 1255-1262 provide the primary mechanism for data transfer, protection, and synchronization between main storage and the local storages 1263-1270. There is logically an MFC for each SPU in a processor. Some implementations can share resources of a single MFC between multiple SPUs. In such a case, all the facilities and commands defined for the MFC must appear independent to software for each SPU. The effects of sharing an MFC are limited to implementation-dependent facilities and commands.

FIG. 13 illustrates an example of a partitioned heterogeneous system in accordance with the exemplary embodiment. In the depicted example, heterogeneous system 1300 is based on an exemplary Cell Broadband Engine Architecture-compliant system, consisting of a set of PPEs and a set of SPEs. The hypervisor (not shown) may be software running on PPEs 1370, 1380, for example. In heterogeneous system 1300, a first Power Processor Element 1370 and a first set of SPEs 1311-1316 are allocated to a first partition, partition 1, and a second PPE 1380 and a second set of SPEs 1317-318 are allocated to a second partition, partition 2. As mentioned above, heterogeneous system 1300 may be a system-on-a-chip.

Referring to FIG. 14, there is shown a heterogeneous hypervisor partitioning an exemplary heterogeneous system with time-sharing of a processor in accordance with the exemplary embodiment, wherein a physical processor is virtualized and shared between partitions. Heterogeneous system 1400 is based on an exemplary Cell Broadband Engine Architecture-compliant system, consisting of a single PPE and a set of SPEs. In the depicted example, a fixed allocation of a first set of SPEs 1411-1416 to a first partition, and a second set of SPEs 1417-1418 to a second partition is provided. The two partitions share a portion of PPE 1470 in a time-shared fashion. As mentioned above, heterogeneous system 1400 may be a system-on-a-chip.

Referring now to other possible configurations, those skilled in the art will understand that another partition consisting only of a PPE (or multiples, or fractions thereof) is also possible. In some systems, partitions consisting wholly of a second set of computing elements are supported. Referring now to one embodiment based on the Cell Broadband Engine Architecture, one exemplary embodiment requires at least a fraction of a first PPE, to ensure certain system services provided by the PPE. In another embodiment, a partition consisting of a dedicated function executing exclusively on an SPE may be supported. In another embodiment, at least one SPE is assigned to the hypervisor to implement hypervisor support tasks, to emulate a virtual device provided by the hypervisor to at least one logic partition, and so forth.

Those skilled in the art will understand that a hypervisor may support different strategies for resource allocation and management with respect to a first set and second set of processor elements. For example, in an exemplary embodiment based on the Cell Broadband Engine Architecture, having a set of SPEs and one or more PPEs, a hypervisor design may decide to use time sharing for PPEs, with an emphasis on flexibility, and given a comparatively lower context switch cost and that only a low number of PPEs are available, and space sharing for SPEs, with an emphasis on compute performance, and given a comparatively higher context switch cost and a high number of SPEs in system. However, the present invention should not be limited to any one resource allocation and management strategy. For example, there may be cases where the SPUs are time shared, especially when they complete tasks early in the frame time.

FIG. 15 is a block diagram illustrating a logically partitioned video game console in accordance with an illustrative embodiment. Hypervisor 1530 logically partitions the video game console so that a main logical partition, partition 1 1510, and at least one secondary logical partition, partition 2 1520, run on the hardware concurrently. A hypervisor is a piece of firmware or software that runs on a control processor or one of the processing elements in the system. Hypervisor 1510 initiates partitions to run instances of operating systems, allocating resources to the partitions according to a system profile. The partitions may run instances of the same operating system or completely different operating systems. Hypervisor 1510 may dynamically adjust the allocation of resources to the partitions according to the demands of the threads running in the partitions.

The main logical partition, partition 1 1510, runs a primary application. Partition 1 1510 may require a majority of the system resources and may dominate the display resource(s). In one exemplary embodiment, partition 1 1510 runs video game application 1512. In current video game consoles, a video game application may require a significant amount of processor resources to render three-dimensional environments, to run artificial intelligent algorithms, to execute physics engines, to manage several, perhaps hundreds, of objects to be presented on the display, to execute lighting algorithms, and to generate realistic, directional sound, among other tasks. However, for the purposes of the illustrative embodiment, application 1512 may be any primary application that runs in the “foreground.”

In the depicted example, game application 1512 may be a self-contained software component that runs without an operating system. Video game consoles are closed architectures. The console manufacturer typically provides a development kit to video game developers, who then write video game code specifically for that hardware. Thus, game application 1512 may access the hardware directly. One might say that game application 1512 may have a built-in operating system, where the video game console boots up with the image of whatever video game disk is in the drive at startup.

A secondary logical partition, partition 2 1520, runs offline player agent 1522. Offline player agent 1522 monitors for a game event from within a persistent virtual world online game that triggers a rule from a set of offline player rules. In the depicted example, the persistent virtual world online game is separate and distinct from game application 1512. For example, a player may be playing game application 1512, which is an automobile racing game, while offline player agent 1522 monitors a massively multiplayer online role playing game with a medieval fantasy setting.

If a game event triggers a rule in offline player agent 1522, then the offline player agent may generate a game event notification, as described in detail above. Offline player agent 1522 then sends the game event notification through hypervisor 1530 to an event notification interface 1514 of game application 1512. Event notification interface 1514 may be a part of the development kit provided to game developers. In other words, every game may be required to include an event notification interface to standardize the events passed from offline player agents to active games in the main partition. Alternatively, some games may be designed to work with particular persistent virtual world online games and their offline player agents, while other games are not.

Responsive to the game event notification being received at event notification interface 1514, game application 1512 may present the event notification to the player in a suitable fashion. For example, game application 1512 may be designed to present the content of event notifications in a particular portion of the screen such that the player is not distracted from the game she is playing. In an alternative embodiment, game application 1512 may be configured to simply present a graphical indicator or sound to signal that an event notification is present and ready to be viewed. In yet another embodiment, game application 1512 may present the content of the game event notification as speech to the player so the player does not have to take her eyes off the game currently being played.

In a further exemplary embodiment, partition 2 1520 may notify the user directly, without needing the event notification interface in each game. The notification may be in the form of a graphical overlay or sound overlay. More particularly, the event notification interface may be part of the game operating system and may be transparent to the game application.

FIG. 16 is an exemplary diagram illustrating a screen of display from a logically partitioned video game console in accordance with an exemplary embodiment. Screen 1602 presents the content of a video game currently being played. In the depicted example, the video game may be an automobile racing game. Screen 1602 also presents event notification portion 1610 in which a game event notification is presented.

Event notification portion 1610 includes a notification message portion 1612 and an image portion 1614. Notification message portion 1612 presents the text of the game event notification. Image portion 1614 may present an image or video associated with the game event notification, as mentioned above.

FIG. 17 is a flowchart illustrating operation of a player agent in a logical partition of a video game console for sending event notifications to a main partition of the video game console in response to game events within a persistent virtual game world in accordance with an illustrative embodiment. It will be understood that each block of the flowchart illustration, and combinations of blocks in the flowchart illustration, can be implemented by computer program instructions. These computer program instructions may be provided to a processor or other programmable data processing apparatus to produce a machine, such that the instructions which execute on the processor or other programmable data processing apparatus create means for implementing the functions specified in the flowchart block or blocks. These computer program instructions may also be embodied in a computer-readable memory, storage medium, or transmission medium that can direct a processor or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory, storage medium, or transmission medium produce an article of manufacture including instruction means that implement the functions specified in the flowchart block or blocks.

Accordingly, blocks of the flowchart illustration support combinations of means for performing the specified functions, combinations of steps for performing the specified functions and program instruction means for performing the specified functions. It will also be understood that each block of the flowchart illustration, and combinations of blocks in the flowchart illustration, can be implemented by special purpose hardware-based computer systems which perform the specified functions or steps, or by combinations of special purpose hardware and computer instructions.

With particular reference to FIG. 17, operation begins when the player is offline with respect to the persistent virtual world online game and the video game console initializes a primary application in a main partition and an offline player agent in a secondary partition. The offline player agent obtains a set of offline player rules (block 1702). The player agent activates the event monitor (block 1704). The player agent then determines whether the player is online (block 1706). The player is considered online when the player is logged into the game server through a game client, either at a game client device apart from the video game console or at the video game console itself. If the player is currently online, then the player agent disables the event monitor (block 1708), and operation ends.

If the player is not online—that is, the player is currently offline—then the event monitor determines whether an event is observed by or generated by the game server (block 1710). If the event monitor does not detect an event, operation returns to block 1706 to determine if the player is still offline.

If the event monitor detects an event in block 1710, the player agent determines whether the event triggers an offline player rule (block 1712). If the event does not trigger a rule, operation returns to block 1706 to determine if the player is still offline. However, if the event does trigger an offline player rule in block 1712, then the player agent composes an event notification message to send to the offline player outside of the virtual game world (block 1714).

Next, the player agent determines whether to send the message as voice (block 1716). For instance, the player may select an option in the offline player agent to present game event notifications as speech through speakers or a headset. A player may wish to receive notifications as speech to prevent notifications from taking up real estate on the display device, thus distracting the player from the game currently being played. This option may also be specified in the offline player rules.

If the player agent determines that the message is not to be sent as a voice message, the player agent determines whether to include an image (block 1718). This determination may be made by examining the offline player rules to determine whether the offline player wishes to receive images. Also, if an image is not available for the particular event notification, then the offline player agent may determine that an image is not to be included, even if the offline player prefers to receive images.

If the player agent determines that an image is to be included, then the player agent obtains an image for the message (block 1720). The player agent may obtain an image by retrieving an image associated with the event, such as an image of an item, place, or character, for instance. A pre-existing image may be a pre-rendered image from the game, concept art, a photograph, or the like. Alternatively, the player agent may obtain an image by requesting another component to generate an image specifically for the event. For example, the player agent may send a request through the game server to an appropriate online player's game client. Responsive to receiving the request, the online player's game client may take a screen capture and return it to the offline player agent. The screen capture may be modified for event notification. For example, the screen capture may exclude heads-up-display graphical elements or may have a lower display resolution than a normal game display. In an alternative embodiment, the game server may include an image capture component for generating a screen capture on behalf of the offline player. Because the game server maintains a current state of the virtual game world at all times, the game server may render a view of the game world from the perspective of the offline character or any other character.

Thereafter, the player agent adds the image to the message (block 1722) and determines whether to include a sound with the message (block 1724). If the player agent determines that an image is not to be included in the message in block 1718, operation proceeds to block 1724 to determine whether a sound is to be included. This determination may be made by examining the offline player rules to determine whether the offline player wishes to receive sounds. Also, if a sound is not available for the particular event notification, then the offline player agent may determine that a sound is not to be included, even if the offline player prefers to receive sounds.

If the player agent determines that a sound is to be included, then the player agent obtains an image for the message (block 1726). The player agent may obtain a sound by retrieving a sound file associated with the event, such as a battle sound, spoken text, or music, for example. A pre-existing sound file may be a pre-recorded sound from the game, a player-created sound, a ring tone, or the like. Alternatively, the player agent may obtain a sound by receiving the sound from another component specifically for the event. For example, an attacking player may record a taunt or other spoken message using a microphone, such as a headset currently used for online video games.

Thereafter, the player agent adds the sound to the message (block 1728) and determines whether to include a video with the message (block 1730). If the player agent determines that a sound is not to be included in the message in block 1724, operation proceeds to block 1730 to determine whether a video is to be included. This determination may be made by examining the offline player rules to determine whether the offline player wishes to receive videos. Also, if a video is not available for the particular event notification, then the offline player agent may determine that a video is not to be included, even if the offline player prefers to receive videos.

If the offline player agent determines that a video is to be included, then the player agent obtains a video for the message (block 1732). The player agent may obtain a video by retrieving a video file associated with the event, such as a cut scene video from the game, for example. Alternatively, the player agent may obtain a video by requesting another component to generate a video specifically for the event. For example, the player agent may send a request through the game server to an appropriate online player's game client. Responsive to receiving the request, the online player's game client may take a series of screen captures, combine them to form a moving video, and return the video file to the player agent. The video may be modified for event notification. For example, the screen captures may not have heads-up-display graphical elements or may have a lower display resolution than a normal game display. In an alternative embodiment, the game server may include an image capture component for generating a series of screen captures on behalf of the offline player. Because the game server maintains a current state of the virtual game world at all times, the game server may render a view of the game world from the perspective of the offline character, or any other character, at various points in time. These screen captures may be combined to form a moving video. In another exemplary embodiment, an online player, such as an attacking player for instance, may record a video using a camera device associated with the online player's game client device.

Thereafter, the player agent adds the video to the message (block 1734) and sends the message (block 1736). If the player agent determines that a video is not to be included in block 1730, then the player agent sends the message as currently composed (block 1736). Then, operation returns to block 1706 to determine whether the player is now online.

Returning to block 1716, if the offline player agent determines that the event notification is to be sent as a voice message, the player agent converts the text of the message to speech (block 1738). Thereafter, the offline player agent presents the speech message to the player (block 1740). In this case, the player agent may present the message using an audio output from the video game console to speakers or a headset, for example. Then, operation returns to block 1706 to determine whether the player is now online.

Thus, the illustrative embodiments solve the disadvantages of the prior art by providing a mechanism for generating event notifications for offline characters from within a persistent world online game. A player agent for an offline player runs in a secondary partition in a video game console while a primary application runs in a main partition. The offline player agent includes an event monitor that monitors for events that occur in a persistent virtual world maintained by a game server. When a game event occurs that triggers an offline player rule, the player agent composes an event notification message and presents the message to the offline player through speech or through an interface within the primary application. Event notification messages may include images, voice (text-to-speech), sound, or video.

The player may remain offline with respect to the persistent virtual world online game and stay in touch with events that occur within the virtual world. In the meantime, the player may use the video game console to play games that are not associated with the persistent virtual world online game server. Through logical partitioning, the video game console is capable of devoting processing resources to a primary application in a main partition while still monitoring for events in the persistent virtual world game using an offline player agent running in a secondary partition.

It should be appreciated that the illustrative embodiments may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment containing both hardware and software elements. In one exemplary embodiment, the mechanisms of the illustrative embodiments are implemented in software, which includes but is not limited to firmware, resident software, microcode, etc.

Furthermore, the illustrative embodiments may take the form of a computer program product accessible from a computer-usable or computer-readable medium providing program code for use by or in connection with a computer or any instruction execution system. For the purposes of this description, a computer-usable or computer-readable medium can be any apparatus that can contain, store, communicate, propagate, or transport the program for use by or in connection with the instruction execution system, apparatus, or device.

The medium may be an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system (or apparatus or device) or a propagation medium. Examples of a computer-readable medium include a semiconductor or solid state memory, magnetic tape, a removable computer diskette, a random access memory (RAM), a read-only memory (ROM), a rigid magnetic disk and an optical disk. Current examples of optical disks include compact disk-read only memory (CD-ROM), compact disk-read/write (CD-R/W) and DVD.

A data processing system suitable for storing and/or executing program code will include at least one processor coupled directly or indirectly to memory elements through a system bus. The memory elements can include local memory employed during actual execution of the program code, bulk storage, and cache memories which provide temporary storage of at least some program code in order to reduce the number of times code must be retrieved from bulk storage during execution.

Input/output or I/O devices (including but not limited to keyboards, displays, pointing devices, etc.) can be coupled to the system either directly or through intervening I/O controllers. Network adapters may also be coupled to the system to enable the data processing system to become coupled to other data processing systems or remote printers or storage devices through intervening private or public networks. Modems, cable modem and Ethernet cards are just a few of the currently available types of network adapters.

The description of the present invention has been presented for purposes of illustration and description, and is not intended to be exhaustive or limited to the invention in the form disclosed. Many modifications and variations will be apparent to those of ordinary skill in the art. The embodiment was chosen and described in order to best explain the principles of the invention, the practical application, and to enable others of ordinary skill in the art to understand the invention for various embodiments with various modifications as are suited to the particular use contemplated.

Referenced by
Citing PatentFiling datePublication dateApplicantTitle
US7814154 *Jun 26, 2007Oct 12, 2010Qurio Holdings, Inc.Message transformations in a distributed virtual world
US7955175 *Apr 20, 2010Jun 7, 2011Face It Applications LLCRole based game play on a social network
US8000328May 22, 2007Aug 16, 2011Qurio Holdings, Inc.Filtering messages in a distributed virtual world based on virtual space properties
US8051195Jun 4, 2009Nov 1, 2011Qurio Holdings, Inc.Method and system for providing data streams in a virtual environment
US8116323Apr 12, 2007Feb 14, 2012Qurio Holdings, Inc.Methods for providing peer negotiation in a distributed virtual environment and related systems and computer program products
US8123619 *Dec 20, 2007Feb 28, 2012Konami Digital Entertainment Co., Ltd.Game program, game apparatus, and game control method
US8126985Dec 31, 2008Feb 28, 2012Qurio Holdings, Inc.Prioritizing virtual object downloads in a distributed virtual environment
US8135018 *Mar 29, 2007Mar 13, 2012Qurio Holdings, Inc.Message propagation in a distributed virtual world
US8214515Jun 1, 2010Jul 3, 2012Trion Worlds, Inc.Web client data conversion for synthetic environment interaction
US8260728Dec 12, 2008Sep 4, 2012Qurio Holdings, Inc.System and method for influencing behavior in a distributed virtual environment
US8260873Oct 22, 2008Sep 4, 2012Qurio Holdings, Inc.Method and system for grouping user devices based on dual proximity
US8287382 *Jun 5, 2011Oct 16, 2012Face It Applications, LLCRole based game play on a social network
US8424075Dec 22, 2009Apr 16, 2013Qurio Holdings, Inc.Collaborative firewall for a distributed virtual environment
US8439759Jul 26, 2012May 14, 2013Kabam, Inc.System and method of facilitating external notifications for events that occur in a plurality of different virtual spaces
US8441475Oct 24, 2007May 14, 2013International Business Machines CorporationArrangements for enhancing multimedia features in a virtual universe
US8458352 *May 14, 2008Jun 4, 2013International Business Machines CorporationCreating a virtual universe data feed and distributing the data feed beyond the virtual universe
US8626863 *Oct 28, 2008Jan 7, 2014Trion Worlds, Inc.Persistent synthetic environment message notification
US8657686Mar 6, 2009Feb 25, 2014Trion Worlds, Inc.Synthetic environment character data sharing
US8661073Mar 6, 2009Feb 25, 2014Trion Worlds, Inc.Synthetic environment character data sharing
US8694585Mar 6, 2009Apr 8, 2014Trion Worlds, Inc.Cross-interface communication
US8721456 *Feb 15, 2013May 13, 2014GanzIncentivizing playing between websites
US8734254Apr 25, 2006May 27, 2014International Business Machines CorporationVirtual world event notifications from within a persistent world game
US8750313 *Feb 10, 2012Jun 10, 2014Qurio Holdings, Inc.Message propagation in a distributed virtual world
US20070078929 *Sep 29, 2006Apr 5, 2007Bigfoot Networks, Inc.Distributed processing system and method
US20100106782 *Oct 28, 2008Apr 29, 2010Trion World Network, Inc.Persistent synthetic environment message notification
US20110237335 *Jun 5, 2011Sep 29, 2011Face It Applications LLCRole Based Game Play on a Social Network
US20110276883 *May 6, 2011Nov 10, 2011Mark CabbleOnline Multiplayer Virtual Game and Virtual Social Environment Interaction Using Integrated Mobile Services Technologies
US20120190443 *Jan 10, 2012Jul 26, 2012Kabushiki Kaisha Square Enix (Also Trading As Square Enix Co., Ltd.)Automatic movement of disconnected character in network game
US20120302352 *Sep 26, 2011Nov 29, 2012Amer AjamiCollaborative diplomacy mechanics
US20130217500 *Feb 15, 2013Aug 22, 2013GanzIncentivizing playing between websites
Classifications
U.S. Classification463/42
International ClassificationA63F9/24
Cooperative ClassificationA63F2300/5533, A63F2300/575, A63F2300/537, A63F13/12
European ClassificationA63F13/12
Legal Events
DateCodeEventDescription
Nov 1, 2006ASAssignment
Owner name: INTERNATIONAL BUSINESS MACHINES CORPORATION, NEW Y
Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:AGUILAR, MAXIMINO, JR.;JOHNS, CHARLES R.;NUTTER, MARK R.;REEL/FRAME:018466/0163;SIGNING DATES FROM 20061012 TO 20061031