18034845. MANAGING NETWORK SLICE BANDWIDTH FOR REMOTE GAME SESSIONS simplified abstract (Telefonaktiebolaget LM Ericsson (publ))

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MANAGING NETWORK SLICE BANDWIDTH FOR REMOTE GAME SESSIONS

Organization Name

Telefonaktiebolaget LM Ericsson (publ)

Inventor(s)

Chris Phillips of HARTWELL CA (US)

Robert Hammond Forsman, Jr. of SUGAR HILL GA (US)

Per-Erik Brodin of SCOTTS VALLEY CA (US)

MANAGING NETWORK SLICE BANDWIDTH FOR REMOTE GAME SESSIONS - A simplified explanation of the abstract

This abstract first appeared for US patent application 18034845 titled 'MANAGING NETWORK SLICE BANDWIDTH FOR REMOTE GAME SESSIONS

Simplified Explanation

The abstract describes a scheme for remote gaming in a distributed network architecture. It involves a dedicated network slice for gaming and a remote game rendering application service deployed in a trusted edge data network. The scheme includes a remote render system manager that instantiates remote game rendering engines coupled to game engines. The manager interfaces with a remote gaming back office in an external network to instantiate and manage multiple gaming sessions for clients. An edge routing application provides network location information of the game engines to the back office. A multisession game slice bandwidth manager allocates bandwidth to each gaming session from the dedicated network slice.

  • The scheme allows for remote gaming in a distributed network architecture.
  • It includes a dedicated network slice for gaming and a remote game rendering application service.
  • The remote render system manager instantiates remote game rendering engines coupled to game engines.
  • The manager interfaces with a remote gaming back office in an external network.
  • It can manage multiple gaming sessions for clients.
  • An edge routing application provides network location information of the game engines to the back office.
  • A multisession game slice bandwidth manager allocates bandwidth to each gaming session from the dedicated network slice.

Potential Applications

  • Remote gaming platforms
  • Cloud gaming services
  • Multiplayer online games

Problems Solved

  • Efficient management of multiple gaming sessions in a distributed network architecture
  • Allocation of dedicated bandwidth for gaming sessions

Benefits

  • Improved gaming experience for remote players
  • Efficient utilization of network resources
  • Scalability for handling multiple gaming sessions


Original Abstract Submitted

A multisession remote game scheme in a distributed network architecture (A-C) including a dedicated network slice () for gaming. A remote game rendering application service () deployed in a trusted edge data network (A-B) includes a remote render system (RRS) manager () operative to instantiate one or more remote game rendering engines coupled to respective game engines (). RRS manager () includes an interface to a remote gaming back office () disposed in an external network (), wherein the RRS manager () is operative to instantiate and manage a plurality of gaming sessions responsive to game session setup requests propagated from the back office on behalf of clients (). An edge routing application () is configured to provide edge network location information of the game engines to the remote game back office (). A multisession game slice bandwidth manager () is operative to allocate a respective bandwidth to each of the plurality of gaming sessions from a dedicated bandwidth of the network slice () serving the plurality of gaming sessions.