20240009558. LATENCY MANAGEMENT IN AN EVENT DRIVEN GAMING NETWORK simplified abstract (Nant Holdings IP, LLC)

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LATENCY MANAGEMENT IN AN EVENT DRIVEN GAMING NETWORK

Organization Name

Nant Holdings IP, LLC

Inventor(s)

Patrick Soon-shiong of Los Angeles CA (US)

John Wiacek of Los Angeles CA (US)

Nicholas J. Witchey of Laguna Hills CA (US)

LATENCY MANAGEMENT IN AN EVENT DRIVEN GAMING NETWORK - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240009558 titled 'LATENCY MANAGEMENT IN AN EVENT DRIVEN GAMING NETWORK

Simplified Explanation

The patent application relates to normalizing latency in a networking environment to reduce the chances of creating an unfair advantage. The techniques disclosed in the application can be applied to various environments where latency normalization or maintaining latency between endpoints is desired, such as gaming, esports, online betting, fantasy esports, streaming services, etc.

  • The patent aims to address the issue of latency in a networking environment, specifically in gaming and other related industries.
  • The techniques described in the patent can be applied to various environments, including but not limited to World of Warcraft, Overwatch, H1Z1, PUBG, Fortnite, Realm Royale, Planet Side 2, real-time strategy games, slot machines, electronic poker tournaments, etc.
  • The patent focuses on normalizing latency to ensure a fair playing field for all participants in the gaming or other related environments.
  • The techniques disclosed in the patent can be implemented to reduce the chances of creating an unfair advantage due to latency differences between different endpoints.
  • The patent application acknowledges that the disclosed techniques can be applied to other industries or environments where maintaining latency between endpoints is desired, such as esports, online betting, fantasy esports, streaming services, etc.

Potential Applications of this Technology:

  • Gaming industry: The techniques described in the patent can be applied to various online multiplayer games to ensure a fair playing field for all players by normalizing latency between different endpoints.
  • Esports: The techniques can be used in esports tournaments to maintain a level playing field and reduce the impact of latency on the performance of players.
  • Online betting: The techniques can be applied to online betting platforms to ensure fair and real-time results by normalizing latency between different endpoints.
  • Streaming services: The techniques can be used in streaming services to minimize latency and provide a seamless viewing experience for users.

Problems Solved by this Technology:

  • Unfair advantage: The patent addresses the problem of creating an unfair advantage in gaming or other related environments due to latency differences between different endpoints.
  • Latency issues: The techniques described in the patent help in normalizing latency and reducing the impact of latency on the performance of participants in gaming or other related environments.

Benefits of this Technology:

  • Fairness: By normalizing latency, the patent ensures a fair playing field for all participants in gaming or other related environments.
  • Improved user experience: The techniques help in reducing latency, providing a seamless and enjoyable experience for users in gaming or streaming services.
  • Real-time results: In online betting or esports, the techniques ensure real-time results by minimizing latency between different endpoints.


Original Abstract Submitted

one exemplary aspect relates to normalizing latency in a networking environment to reduce the chances of creating an unfair advantage. while an exemplary aspect will be discussed in relation to a gaming environment, it is to be appreciated that the techniques disclosed herein can be applied to other environments where latency normalization or the ability to maintain latency between various endpoints is desired. for example, other environments include esporting, on-line betting, fantasy esports, streaming services, etc. some more specific examples include world of warcraft�, overwatch�, h1z1�, pubg�, fortnite�, realm royale�, planet side 2�, real-time strategy games, slot machines, electronic poker tournaments, etc.