text:
|Publication number
|Publication type
|Application number
|Publication date
|Nov 13, 2001
|Filing date
|Apr 13, 1999
|Priority date
|Sep 24, 1998
|Fee status
|Also published as
|Publication number
|Anthony R. Metke, Jeffrey L. Allen
|Original Assignee
|Midway Games, Inc.
|Export Citation
|BiBTeX, EndNote, RefMan
|Patent Citations (23), Non-Patent Citations (6), Referenced by (79), Classifications (16), Legal Events (10)
|External Links: USPTO, USPTO Assignment, Espacenet
This application claims the benefit of pending provisional patent application Ser. No. 60/101,923, filed Sep. 24, 1998.
A method and system are described for networking several video games together to form a multi-system game for interactive play. The invention includes a synchronization method, referred to herein as the "State Sync. Method." The invention also includes a bandwidth management method and system for such a network.
Definition of Terms
The following terms, as used herein, have the following meanings:
Game Unit, or Video Game Unit—Any piece of computing equipment that executes software used for entertainment purposes, including but not limited to, video game equipment or a general purpose computer running video game software.
Game—The experience of playing on a video game. A game may be a played on a single stand-alone game unit or on more than one game unit.
Multi-System Game—A game played on more than one video game unit.
State Sync. Method—A means of allowing players at multiple game units to participate in a multi-player, multi-system game. This method is further defined below.
Game State, or State—Game state refers to the value, at a given instant in time, of those parameters that control the outcome of the game. Some examples of game state parameters are, the position of objects both on and off the screen, character strength, character health, and wealth.
Value of a State—For a given state, state_n the value of state_n defines all game parameters that effect the outcome of the game.
State Transitions—State transitions occur periodically. The new game state will be a function of the current game state and the current inputs.
State Synchronization—During game play the game state is periodically changing. The state changes typically occur 30 to 60 times per second. Multiple game units are said to have their states synchronized if the sequence of game states that occurs on each game unit are identical. It is not necessary for the state transitions to occur at the same time, nor is it necessary that all game units remain in any given state for the same amount of time.
Group—The term group will be used to refer to the subset of game units which are networked together and need to maintain state synchronization. The game units in a group are said to be participating in a multi-system game.
System—Any piece of computer equipment. This term is sometimes used herein synonymously with game unit.
Inputs—This term refers to any event caused by influences external to the game or group that may affect state transitions, or that may affect the outcome of the game. This includes but is not limited to the pressing of buttons, or the moving of a joystick or actuation of other input devices.
Two or more physically independent game units connected via any data communications network, or any direct electrical connection, require some sort of network management system or method if players at different geographical locations are to participate in the same game. The present invention provides such a system or method.
In general, a video game program is based on a series of state transitions. Typically these transitions are made at periodic intervals usually related to the video frame rate for that game system. Some or all of the state transitions will be dependent on input values. Multiple game units coupled via a network for a multi-system game require some method of state synchronization. The invention provides such a method.
In accordance with one aspect of the invention, there is provided a method and system for networking video games which permits two or more players in different locations to engage in real time interactive play.
In accordance with another aspect of the invention, there is provided a synchronization method which synchronizes two or more game units at different locations which are linked by a network such that the same sequence of game states occurs on each game unit.
In accordance with yet another aspect of the invention, there is provided a bandwidth management system and method which monitors available network bandwidth in order to coordinate competition and control player access to a hierarchy of network levels based on predetermined player criteria.
The State Sync. Method of the invention assures that each game unit maintains state synchronization with every other game unit in a group of networked video game units. This is accomplished by ensuring that each game unit in the group operates on the same stream of input that every other game unit in the group operates on. The bandwidth management method and system of the invention implements a scheme of regulating user access to available network bandwidth in a manner consistent with network capacity and user expectations.
In accordance with another aspect of the invention, a system for networking electronic game units, comprises an arcade router coupled with one or more game units at each of a plurality of locations and coupled to a corresponding communications resource for supporting bi-directional exchange of information with said one or more game units, a first router coupled with a first group of said communications resources for supporting bi-directional exchange of information with said one or more game units at said plurality of locations, and a first server coupled with said first router for controlling said bi-directional exchange of information so as to support interactive play by a plurality of game units at different ones of said plurality of locations.
In accordance with another aspect of the invention, there is provided a state synchronizing system for synchronizing the exchange of information among a plurality of game units linked together for interactive play in such a manner that each of said game units operates on substantially the same sequence of incoming information.
In accordance with yet another aspect of the invention, there is provided a bandwidth manager for a plurality of game units capable of being linked to a network for interactive play, the bandwidth manager including means for determining available bandwidth on each communications resource of the network, means for determining a player skill level associated with each game unit requesting access to the network, means for determining the average skill level of all players requesting access to the network, means for establishing a promotion threshold based on the average skill level and the available bandwidth and means for granting player access to the network if the player's skill level exceeds the promotion threshold.
In accordance with yet another aspect of the invention, there is provided a state synchronizing method for synchronizing the exchange of information among a plurality of game units linked together for interactive play in such a manner that each of said game units operates on substantially the same sequence of incoming information. This state synchronizing method includes means for determining the number of game units participating in a multi-system game, means for determining the input data of each of said game units when in a first state, and means for preventing each of said game units from transitioning to a next state until data inputs from every other game unit in said multi-system game in said first state have been transmitted to each other game in said multi-system game, such that all game units in said multi-system game operate on the same set of said input in each state prior to transitioning to the next state.
In the drawings:
FIG. 1 shows a system for networking video games in accordance with the invention;
FIG. 2 is a simplified diagram illustrating the operation of a prior art high score to date type of tournament system;
FIG. 3 is a simplified block diagram of the operation of a prior art system for interactive play between only two players in different locations;
FIG. 4 is a simplified diagrammatic illustration of a logical server configuration of the invention;
FIGS. 5 through 7 are diagrammatic illustrations of examples of bandwidth management in accordance with the invention;
FIGS. 8 through 11 are flowcharts illustrating various aspects of bandwidth management in accordance with the invention; and
FIGS. 12, 13 and 14 are flow diagrams illustrating further aspects of bandwidth management in accordance with the invention.
I. System Overview
Referring to FIGS. 1 through 3 and initially to FIG. 1, there is shown an example of a video game network in accordance with the invention. One example of a network of the type shown in FIG. 1 is referred to hereinbelow as WaveNet. FIGS. 2 and 3 illustrate two "prior art" systems for linking video game units in different locations.
Referring to FIG. 1, in the present invention, two or more game units 16 at different locations may be linked for real time interactive play. These game units may include one or more game units from each of a plurality of groups of arcades 10, here designated as arcade 1, 1 through arcade 1, n and arcade n, 1 through arcade n, n. The arcades of arcade group 1 are linked, through respective T-1 lines to a first or metro hub 12 here designated as the San Francisco (SF) hub. Similarly, the arcades 10 of group n are linked by T-1 lines to another first or metro hub, here designated as the Los Angeles (LA) hub. Each arcade includes a plurality of the game units 16 which are operatively coupled with an arcade router (R) 18. Additional groups of arcades coupled to additional metro hubs may be added without departing from the invention.
A number of the metro hubs 12, 14, etc. may be coupled by T-1 communication lines to a regional center 20. Similarly, one or more of such regional centers 20 may be coupled by T-1 lines to a super-regional center 22 and one or more super-regional centers 22 may be coupled by T-1 lines to a national center 24. Communications resouces other than T-1 lines could be used without departing from the invention, such as fiber optic or other high bandwidth resources, preferably at T-1 or higher capacities.
Each metro hub 12 and each of the centers 20, 22, 24 is similar in that it includes a router (R) 30 and a server (S) 32. The servers 32 implement bandwidth management as described later herein in further detail. Generally speaking, each of the servers 32 at the metro hubs 12, 14 monitors the bandwidth usage on the T-1 lines between the metro hub 12, 14 and the various arcades 10 which are linked to that hub via these T-1 lines. This is referred to herein as downstream bandwidth management. In upstream bandwidth management, the servers 32 monitor the bandwidth usage on the T-1 line between the associated router and the next higher level as shown in FIG. 1, and control access to the respective T-1 lines. This is known as upstream bandwidth management.
Advantageously, the arrangement of routers and servers as illustrated in FIG. 1 is such that a player at an individual game unit 16 in any arcade may engage in real time interactive play with other players at other game units in other locations, whether in the same arcade or in a different arcade. These players may be in different arcades served by the same metro hub, or may be in locations which are ultimately linked by a regional, super-regional or a national center through the intervening centers and hubs. Advantageously, the bandwidth management and state synchronization aspects of the invention make possible real time interactive play which is perceived by individual players as being substantially simultaneous play. This is done in such a manner that, regardless of the locations of the several players, the perception of each player is essentially as if the other players were located immediately adjacent to one another in the same location or arcade.
While the invention is described herein with reference to video game units in an arcade, it will be understood that the invention is applicable to game units of other types as well. For example, the network of the invention may be utilized to link home video games, whether played on stand-alone units through game controllers that link to ordinary TV sets or for games that are played on personal computers (PCs). Any of these game units, if provided with suitable hardware and software for accommodating networking operation, could be linked to the network described above with reference to FIG. 1.
Referring briefly to FIG. 2, there is shown one type of prior art tournament system, referred to as a high score to date system, in which players do not compete interactively with each other. One system of this type is shown in U.S. Pat. No. 5,083,271 to Thacher et al., wherein all players competing in a tournament play their games individually and when finished transmit their scores to a central server. Thus, in this system, each individual game unit 16 is linked via a modem 26 to a cooperating modem 28 of a central server 29. This central server 29 then receives individual scores, one at a time from a number of game units 16 which are sequentially interconnected with its modem 28, for example by polling of the various game unit modems 26 by the server 29 in some preselected sequence. While a given game unit 16 is being polled by the server 29, information may be exchanged between the server and the game unit to indicate to the player scores of other players participating in the tournament who have completed games to date, such that the individual player may compare his score with other scores of games completed to date. Hence, the name usually given to such a system, "high score to date."
FIG. 3 shows yet another prior art system in which a server 39 facilitates interconnection for interactive play between only two game units 16, each of which has a modem 26. The server 39 may also include a modem (not shown) for communicating with the individual game unit modems 26. The process is a three step process as indicated by arrows 1, 2 and 3 in FIG. 3. In the first step, the two modems 26 from the two game units 16 address the server either simultaneously or sequentially and indicate their availability for linked play. In the second step, the server indicates to the first player making such a request the availability of the second player and transmits the telephone number or the email address of the second player. If interested in engaging the second player, the first player, as indicated in step 3, contacts the second player by using this telephone or email address, and play commences directly between the two players. The server 39 is not involved during the actual play between the two players, but only facilitates the task of initially locating another player.
The systems shown in FIGS. 2 and 3 have a number of limitations. For example, the system of FIG. 3 cannot be used to link more than two players for interactive play, and cannot be utilized to facilitate tournament play as with the system of FIG. 2. On the other hand, the high score to date tournament system of FIG. 2 is not capable of supporting real time interactive play among the various players, but can only compare scores and transmit the resulting scoring information to the individual players.
II. State Synchronization
When using the state sync. method of the invention, each system of the group must agree on the value of each game state as the game unit sequences from the initial state to the final state at the end of the game. Let the first state that a game unit is in when a multi-system game begins, be designated state—1. A game unit will act on various inputs (for example a user's button depressions and joystick movements) during state—1 and it will go into a new state, state—2. The value of an arbitrary state will be called state_n where n indicates when the state occurred in the sequence of states making up the game. The value of state_n, will be a function of value of the previous state (state_n−1) and the value of the inputs as sampled prior to state_n.
The invention includes a method of ensuring that while in any given state, each system of a group will allow certain state transitions to occur only when the system is operating on the same set of input that every other system in the group will operate on when in that given state.
To achieve this, each game unit in the group must transmit all necessary input data to all game units in the group, and insure that state transitions at each game are based on identical input data.
For example, suppose system 1 samples the following input I(1,1), I(1,2), I(1,3), I(1,4), I(1,5), where I(n,m) is the mth sample of input obtained by the nth system, and system 2 samples I(2,1), I(2,2), I(2,3), I(2,4), and 1(2,5). One aspect of the invention concerns a method to insure that when any system in the group of x systems operates on inputs I(1,1) it will also operate on input I(2,1), i(3,1), . . . I(x,1) for all systems in the group, and that, each system of the group will operate on all inputs I(1,n), I(2,n), . . . I(x,n) while in state_n.
In accordance with this aspect of the invention, in the event that a game unit has not received all input required for a given state, the game unit must defer from making a state transition until all necessary data has been received from each game unit in the group.
The operation of one aspect of the invention is described in connection with the following examples which describe a four player group (i.e. a four player game) with four physical game units participating. The invention is applicable to more or fewer (than four) game units, the following being but one set of examples.
Example 1 depicts a buffer that holds 4 sets of inputs for 4 computer systems. This buffer would be used on each of the four game units. We will be looking at the buffer of game unit 1 in this example.
4th Inputs
3rd Inputs
2nd Inputs
1st Inputs
System 1
System 2
System 3
System 4
The column labeled "1st Inputs" represents all inputs detected during the first time interval during which user inputs are sampled. In this context "inputs" refers to any activation of game unit elements, such as pushbuttons, joysticks, or the like by a player, or other signals generated by the game unit in response to some action taken or initiated by a player. "Nth Inputs" represent all inputs detected during the Nth time interval during which user inputs are sampled. As inputs are sampled at the local system (i.e., game unit 1), they are stored in the buffer, and they are also transmitted to each other system (game unit) in the group. The state transaction functionality of the game unit requires inputs from each system and will not act on the inputs until there is a set of inputs available from each system in the group.
The following examples depict the usage of this buffering technique to keep four separate systems (game units) in state synchronization.
System 1 will obtain its first user inputs and store them into the buffer cell (System 1, 1st Inputs) i.e. I(1,1), as shown in Example 2. It will also transmit these inputs to each system in the group.
4th Inputs
3rd Inputs
2nd Inputs
1st Inputs
System 1
System 2
System 3
System 4
When System 1 obtains its second set of user inputs it will store them in cell (System 1, 2nd Inputs). It will also transfer these new inputs to each system in the group as shown in Example 3.
4th Inputs
3rd Inputs
2nd Inputs
1st Inputs
System 1
System 2
System 3
System 4
When System 1 starts receiving the user inputs from other systems in the group it will store them in the appropriate cells of the buffer. For example when System 1 receives System 3's 1st inputs the buffer will be as represented by Example 4.
4th Inputs
3rd Inputs
2nd Inputs
1st Inputs
System 1
System 2
System 3
System 4
After System 1 has sampled its 3rd set of inputs and subsequently received its first set of inputs from System 2, and the second set of inputs from System 3 the buffer will be as represented by Example 5.
4th Inputs
3rd Inputs
2nd Inputs
1st Inputs
System 1
System 2
System 3
System 4
Up to this point none of the inputs have been operated on in any way that will affect the state of any portion of the program with the exception of the state of the buffer itself. Once the last set of user inputs arrive the program can operate on all the inputs I(x,1). The buffer will temporarily be as shown in Example 6.
4th Inputs
3rd Inputs
2nd Inputs
1st Inputs
System 1
System 2
System 3
System 4
System 1 may now act upon the first set of inputs (1st Inputs) together. These inputs are then discarded from the buffer and the 2nd set of inputs are now next to be operated on. Similarly, each other system (game unit) in the group will act upon the 1st set of inputs once it has received all first inputs from all systems in the group.
After System 1 operates on the first inputs the buffer will be as shown in Example 7.
5th Inputs
4th Inputs
3rd Inputs
2nd Inputs
System 1
System 2
System 3
System 4
System 1 will not continue operating on user input until it receives all the second input data from all systems.
Use of this method will insure that each state transition occurring in each system will use the same set of input to transition from the old state to the new state. This ensures that the value of the new state, after the transition, will be identical on each machine.
Note that it is not necessary that each system operate on the input data at the same time, only that each system operate on the same sequence of input data.
Summarizing the above, let us call the initial state of any game software state—1, where state—1 is the state of the game unit just before the game unit operates on any user input. Further, if we call the state that a game unit is in after is operates on input i(x,1) state—2, then to stay in synchronization all we have to do is:
1. When in state n every game unit in the group must receive input I(x,n) from all game units i.e. for all values of x.
2. Each game unit must operate on the fill set of inputs I(x,n) before going to state_n+1.
Briefly, in operation, the state sync method described above means that each player linked by the system in a multi-player game or multi-system game as defined above will be aware of any action taken (or no action taken if such is the case) by each and every other player, at each state of the game. In the exemplary embodiment, the game states transition at a 60 hertz rate, that is 60 times per second which is also the typical frame rate of the video game units linked in such a system. Thus, for example, if one or more players is "slower" and takes no action through a number of states, this lack of action comprises the "input" which is delivered to all of the other game units linked by the system in a particular multi-system game. If, on the other hand, the input (that is, the activities or actions) of one player are delayed due to some delay in the network, on the transmission lines connecting various parts of the network a Subsidiary of Nortel Networks Company, or the like, the lack of an input from one or more players corresponding to a given state will cause the other games to also delay transition to the next state until all of the inputs have been received.
This is in contrast, for example, to a single or standalone game unit wherein the controller looks at all of the player input and determines the next state. Here, the next state cannot be fully determined until the input from all of the players in the multi-system game have been received. In the embodiment illustrated, the software for carrying out the state sync method is resident in the CPU or other central control unit of each individual game unit. That is, each game unit to be linked by the network of the invention is equipped with appropriate networking hardware and software both for linking through the routers 18 to the network and for carrying out the state sync method as described above.
III. Bandwidth Management
The routers 30 may be commercially available routers, for example of the type available from Cisco Systems, Inc. or Bay Networks Inc. The servers may be PCs or PC-like computer components commercially available and designated as servers from various manufacturers such as Hewlett Packard, Compaq, and the like. These hardware servers also run software which is also frequently referred to as "server" or "logical server" software. This logical server software, in the illustrated embodiment, includes at least three basic elements as diagrammatically illustrated in FIG. 4.
A first of these elements is referred to as a link server 40 (sometimes referred to as Linkserv or some similar term hereinbelow). A link server 40 handles all messages received via the routers on the T-1 lines which are from the game units and forwards these messages when necessary to the bandwidth manager (BWM) 42 which is another element of the software or logical server. The BWM 42 decides whether to send game unit messages to its own competition server 44 (defined below) or to an "upstream link server," that is, to the logical link server 40 at the next higher level or center, such as regional, super-regional or national, where that link server 40 will begin the process again.
The bandwidth manager (BWM) 42 is a logical server which executes a heuristic for determining player access or "promotion" to each hierarchical level in the network system shown in FIG. 1. Thus, a request for play from a game 16 in arcade 10 will first be handled by a router 30 at its corresponding metro hub 12, 14, etc. and the corresponding link server 40 of the metro hub server 32 will relay the appropriate information to the associated bandwidth manager 42 to decide whether the request should be handled at the metro hub competition server 44 or forwarded to the link server 40 at the regional level 20 for a repetition of this process.
The competition server or CompServer (CompServe) 44 in essence "matches up" requests coming from various game units to determine which of these requests are suitable to link for interactive play. Various criteria may be used, such as game type, such that only games of the like or compatible types may be linked for interactive play. For example, to be linked, two or more players must be requesting play in the same "world", such as the same race track in a racing game. In the illustrative embodiment, the CompServer 44 may also look at the skill level of the players to more closely match skill levels of players within the overall or broader range of skill levels of the players which caused assignment to that hierarchical level of the network, as described more fully hereinbelow. The competition server 44 also considers the world of the request, that is, for example in a road racing game, only all players requesting racing on the same track can be linked for interactive play. Players desiring play in different "worlds," such as on different racetracks must wait until additional players requesting play in the same "world" also have their requests received at the same competition server. In addition, in the illustrated embodiment, the comp server 44 may send announcements to individual games when there are "unmatched" requests from other players waiting to compete, thus inviting others to join in in the multi-game competition up to the number of players which the system has a capacity for linking in interactive play in a multi-system game.
Reference to a "server suite" herein refers to the sets of logical servers (as described above) included within a particular hardware server 32. References herein to parent or "child" servers designate the location on the network hierarchy of FIG. 1, with a parent being at a higher level relative to a child. Reference to a "local" logical server means the logical server which is located within the same server suite.
The Bandwidth Manager (BWM) is a feature of the network described above with reference to FIG. 1, and is implemented by the servers 32, to support multi-player, multi-game unit, and multi-level competitions.
The primary job of the BWM is the monitoring of the available network bandwidth in order to coordinate and track multi-level competition services. A player will be granted access to the next level in the WaveNet hierarchy by BWM if there is sufficient inbound and outbound bandwidth and if the player has an appropriate skill level.
There are two tasks for BWMs. First, there's the upstream variety (USBWM) that is responsible for monitoring bandwidth on the connection between one level of servers and the next higher level in the hierarchy. There is one BWM of this type located at each level. If all "promotion"criteria are met, a "competition request" (and hence, the player) is forwarded ("promoted") to the parent server suite at the next level in the hierarchy, where the "promotion" process begins anew. If the "promotion" criteria are not met at any level, the message is retained at that level Server for final coordination.
The other type of BWM is the downstream variety (DSBWM), found only at the metro level. This BWM is responsible for monitoring bandwidth between the metro level server suite and the arcades. To do this accurately there is a separate BWM assigned to each arcade. The DSBWM then becomes the initial link between the arcade and the other servers. All game unit-to-server messages therefore pass through a DSBWM. Non-competition service messages are routed to the metro level LinkServer untouched. Competition service messages are handled separately. The same heuristics used in the USBWM determine whether or not a player is granted access to the network WaveNet. If access is granted, the messages are routed to the USBWM for further processing. If not, the message is dropped, that is if it is determined that there is not presently sufficient bandwidth available to support network play for any more players. The game will continue to transmit requests at a rate of one per second until it either times out or such bandwidth becomes available.
In reality there is but a single type of BWM. The DSBWM can be thought of as logically residing at the arcade even though it is located at the metro hub. Under this paradigm it too becomes an USBWM where it manages the connection from the arcade to the metro server suite. Bandwidth usage and access rights (promotions) are handled identically. The differences relate to the number of BWMs and to how the messages are handled and routed. In the following discussion, reference to BWM services will mean those that are common to both varieties. Where necessary, differences will be noted.
Design Nomenclature
The BWM is a network WaveNet logical server. The logical servers provide the network WaveNet services. The games shall be considered the clients. The clients are always the controlling agents in this paradigm and are responsible for initiating service requests. However, servers may send unsolicited notifications that may trigger requests from the client. The hardware where the servers are executing is termed the host.
The BWM runs in the background, closes all open file descriptors, resets the file creation mask, disassociates from its parent process group, and disassociates from the controlling terminal.
Message and data flow view is BWM centric; discussion regarding messages should be viewed with respect to the BWM (e.g., inbound is in to the BWM). When describing the server message flow, the communication endpoints will be indicated as being either the game unit or the server. There may be multiple levels of service between the endpoints (i.e. flow through the NSS and LinkServer), but for the sake of brevity and clarity the levels may be ignored.
Bandwidth Manager Acronyms
Average Skill Level
Competition Server
Common Server Management Messages
Downstream Bandwidth Manager
Free Access Percentage/Free Promotion Threshold
Overhead Reserved Percentage
Network Subsystem
Skilled Player Threshold
Skilled Player Reserved Percentage
Upstream Bandwidth Manager
Network Bandwidth Management Concepts
The BWM is responsible for tracking the current in-use inbound and outbound upstream bandwidth on the network connection to the parent server suite (USBWM) or to the arcade (DSBWM). Recall that DSBWM's logically reside at the arcade. Both the server suite and the game unit-to-game unit traffic use this network connection.
When the BWM receives a Competition Request it first checks the current upstream bandwidth usage percentage. If bandwidth is available and the player has access rights (see section below "Player Access Rights and Promotion Heuristic"), the BWM begins the process of reserving and acquiring bandwidth for the player.
USBWM—If no bandwidth is available for the player (bandwidth is either maxed out or the player has an insufficient skill level), the USBWM routes the message to the local Competition Server.
DSBWM—If no bandwidth is available for the player, the DSBWM simply drops the message. There is nothing else that can be done if there is not enough bandwidth available to support a competition. The game unit will continue to transmit the competition request at a rate of one per second until it either times out or bandwidth becomes available.
For the remainder of this section, it is assumed that sufficient bandwidth to support a competition exists at the time of the request. The BWM then needs two external pieces of information to do its job; the game type in order to determine the game unit's bandwidth requirements and the maximum number of players allowed in a competition. The game unit's bandwidth requirement (GBR) is the maximum amount of bandwidth the game unit will ever need to acquire. It is assumed that the bandwidth required by the game unit is symmetrical with respect to inbound and outbound traffic. At the time the BWM receives a competition request, it has no a prior knowledge regarding the number of players that will be participating in the competition. Therefore, it must assume that the competition will be completely filled and reserve the maximum amount of bandwidth. If, for example, a game has a competition limit of 8 players, the BWM reserves 1 outbound GBR for each player and 7 corresponding inbound GBRs for the other 7 players. State for the player is created, the bandwidth is reserved, the in-use percentages are recomputed, and the player's request is routed to the appropriate server suite. Subsequent competition requests from the game unit do not perform bandwidth reservation.
The BWM must also readjust the usage after a competition has been formed, coordinated, and closed. Once closed, the competition has a fixed number of players. Since the worst case was assumed (i.e., maximum possible number of players) more bandwidth than was actually needed may have been reserved at the time of the initial competition request. The infrastructure for managing bandwidth adjustment is a callback chain of BWM_ADJUST messages. Just after broadcasting the COMP_CLOSED, the selected Competition Server sends a BWM_ADJUST message back toward each game unit through all BWM's responsible for promoting the player. Encapsulated in the message are the IP (internet protocol—or other protocol if applicable) addresses of all the game units involved in the competition. One inbound GBR is reclaimed for each game unit (player) that the BWM previously promoted (i.e. the BWM has state for the player). This is necessary because of the initial assumption of inbound traffic from the maximum number of competitors—players at lower skill levels (see "Player Access Rights and Promotion Heuristic") will not be generating inbound traffic on the upstream line. State regarding the competition is created in the BWM to ensure that the system only reclaims once per competition. After reclamation the usage percentages are adjusted and, if there is a child BWM, the BWM_ADJUST message is relayed back downstream. A BWM_ADJUST message is sent for each player in the competition. In the rare case that a BWM_ADJUST message is lost, it is not catastrophic. All that occurs is the bandwidth usage is not adjusted downwardly and remains falsely high or overused. This "overuse" is on the conservative side so the system is safe, i.e., within its limits. The COMP_OVER_ACK callback sequence or "garbage collection" will take care of this anomaly should it occur.
Once a competition has finished, the game units send either a COMP_OVER or a COMP_CONTINUE. The BWM and CompServer use this message (i.e., the ACK from the message) to clean up any state associated with the player and the competition. The BWM, as part of his cleanup, must reclaim all bandwidth (both in and outbound) allotted to the competition. Each game in the competition will be sending one of these messages. If more than one player in the competition was promoted by the same BWM, then the BWM will be receiving multiple requests for reclamation. Total reclamation for the competition is done upon receipt of the first COMP_OVER_ACK or COMP_CONTINUE_ACK. Subsequent messages are simply relayed back downstream.
The GBR value is a per-game-type tunable located in each game's section in a server suite configuration file. The tunable is called bandwidth_consumed and has units of kbits/second, for example, in the above example of an 8 player game:
Player Access Rights and Promotion Heuristic
The BWM is responsible for determining if a player is "good enough" to be granted access to a higher level competition. Access rights are based on the player's skill level as it relates to the current average skill level and current bandwidth usage. The player's skill level is determined by the game unit and encapsulated in the competition request message. The current bandwidth usage is the greater of either the inbound or outbound upstream bandwidth usage (the system is bound by both at all times and so chooses the worse case).
Bandwidth can be considered a commodity, and a precious one at that. The value of this commodity is directly related to the amount available. If there is plenty available (i.e. the network is idle), then it's relatively "inexpensive" to obtain and just about anybody is afforded the opportunity to consume it. Conversely, if the network is being heavily used, the remaining bandwidth is "expensive" and difficult to acquire. The unit of currency in this consumer's market is the skill level. The idea is to promote the best players currently requesting competitions.
Not all (100%) of the bandwidth is made available to the players; the servers, routers, etc. reserve a percentage of it for use as overhead. This percentage is termed the Overhead Reserved Percentage (ORP) and is tunable via the server suite configuration file. Once the ORP is reached, the BWM suspends all promotions until sufficient bandwidth becomes available.
Player skill level is contained in a variable, and the skill range is 0 to 255, where 0 is completely unskilled and 255 is the top level of skill. A threshold is established to separate the moderately skilled players from the highly skilled players. This threshold is termed the Skilled Player Threshold (SPT). The SPT is used to regulate a small amount of bandwidth reserved for highly skilled players. The bandwidth reserved is governed by the Skilled-player Reserved Percentage (SRP) and amounts to the bandwidth from the SRP to the ORP. Once a player's skill level exceeds the SPT, the player has full access to the reserved bandwidth. In this way we ensure that the best players are given the best chance at promotion. The SPT and SRP are tunable via the server suite configuration file. See FIG. 4.
There are two different metrics used to determine player promotion. The differences relate to the amount of bandwidth currently in use. If the bandwidth used is below a Free Access Percentage (FAP) or Free Promotion Threshold (FPT), then the player is granted access and promoted regardless of his or her skill level. This allows us to "prime the pump" (network) with players to encourage them to continue playing at a promoted level. It's simply more fun to play over the network, not to mention more profitable for the network operator. The FAP is tunable via the server suite configuration file. The value should be set low enough to ensure that we don't over commit the network with unskilled or average players.
Once the FAP has been reached the second promotion metric is used. Every time a player is granted access, that player's skill level is added to a list of skill levels of all currently promoted players. An average skill level (ASL) is then calculated and a line graph is created. One endpoint of the line is fixed at the FAP while the other varies from 0 to SPT along the fixed SRP X-value (See FIG. 5). The Y-value of the varying endpoint is the ASL just calculated. Armed with this information, the slope of the line is calculated by the following formula:
ASL ε[0,SPT]
SRP ε[0,100], FAP ε[0,100]
Given the slope and current bandwidth usage, the BWM is able to compare the player's skill level with the current average skill level. Where x is the current in-use bandwidth percentage, y then becomes the Promotion Threshold (PT).
Once y is calculated a simple comparison is all that's required to determine a player's access rights. If a player's skill level lands him above the PT line, the player is granted access for promotion.
USBWM—If the player lands below the PT line, the request is forwarded to the local Competition Server for coordination.
DSBWM—If the player skill lands below the line, the DSBWM simply drops the message. The player has insufficient skill for the current bandwidth usage. The game will continue to transmit the Competition Request at a rate of one per second until it either times out or bandwidth becomes available to the player due to a decreasing ASL.
Available bandwidth and average skill level are adjusted as players complete their competitions (or as garbage collection cleans up stale entries). The player's skill level value is decremented from a current list of skills in a time-delayed manner. This is accomplished by placing a skill entry for the player on the list of skill levels. After a small amount of time values in the list are reincorporated into the ASL value. This scheme keeps the ASL temporarily higher than it would be in order to better manage continuing players. Continuing players whose skill level increases after the competition will have a better chance to obtain bandwidth the next time around.
FIGS. 5 through 7 show three examples of the promotion heuristic. The shaded areas represent regions of promotion. FIG. 5 shows an example where less than FAP bandwidth has been consumed and therefore the BWM promotes all players. FIGS. 6 and 7 show an example where 60% of the bandwidth is in use and two examples of current average skill level (ASL). In FIG. 6 the ASL is fairly low and therefore a correspondingly lower skill level (the PT) is required for promotion. FIG. 7 represents a case where the ASL has reached the ceiling at SPT. Note that under the same bandwidth load of 60%, a much higher skill level (the PT) is required for promotion in FIG. 7.
There are five BWM tunables associated with the promotion heuristic. (See Table 5—"BWM Tunables" for further details regarding the tunables.)
For other game types, the system may incorporate a normalization mechanism to account for skill levels, since different game types may have different skill level patterns. Corrections, either static or dynamic, may be necessary. The bandwidth used, however, will remain the same, since all game units compete for the same bandwidth.
Message Type Analysis
In addition to the Common Server Management Messages, the BWM handles the following four message types: COMP_REQ, COMP_OVER, COMP_CONTINUE, COMP_OVER_ACK, and BWM_ADJUST.
// WaveNet Server Message Header
// game type
// game version
// message hop count
// transaction id
// competition id (0 if new)
// skill level of player
// chosen world of play
// promotion callback chain of IP addresses and port numbers
The BWM receives a COMP_REQ from each game every second until the CompServer closes the competition. The first thing the BWM does with the request is increment the message hop count. The hop count implicitly indicates the message's distance from the game. The servers may leverage this information to deduce where they reside within the hierarchy.
The BWM then consults its internal state table to see if the player has already been granted access to the next level. If so the request is cleared for promotion. If the user has selected a world for play, the BWM appends its own IP address and port number to the message. By appending the addresses, we ensure a BWM_ADJUST callback happens at competition close time so that the bandwidth usage can be adjusted (see the Section "BWM_ADJUST" for more information).
USBWM—The COMP_REQ is then forwarded to the next level server suite (LinkServer).
DSBWM—The COMP_REQ is then forwarded to the local level USBWM for further promotion consideration.
If no state exists, the message is checked to see if it is a new or already-coordinated competition by looking at the value of the competition id, cid. If cid is 0, then the game is requesting a new competition. Otherwise the value of cid is that of a previously coordinated local competition and the message is routed to the local CompServer for processing.
For a new competition, the BWM next determines if the player should be considered for promotion. The sections "Network Bandwidth Management Concepts" and "Player Access Rights and Promotion Heuristic" give a detailed description of the promotion criteria. Assuming that the player qualifies for promotion, the BWM creates state for the player's request and adjusts the current average skill level and bandwidth usage. If the user has selected a world for play, the BWM then appends its own IP address and port number to the message.
USBWM—The COMP_REQ is then forwarded to the next level server suite (LinkServer).
DSBWM—The COMP_REQ is then forwarded to the local USBWM for further promotion consideration.
Otherwise, in a case where the promotion criteria have not been met, there is no next level in the hierarchy, the BWM is dormant, or the promotion logic has been disabled. No state is created for the player.
USBWM—The COMP_REQ is then forwarded to the local Competition Server for coordination.
DSBWM—The COMP_REQ message is dropped.
See FIG. 8 for the COMP_REQ flow chart.
// WaveNet Server Message Header
// game type
// game version
// message hop count
// transaction id
// competition id
// the user id
// the tournament id (0 of no tourney)
The COMP_OVER message is generated by the game at the end of a network competition if the player chooses not to continue. If the player decides to continue, the game sends a COMP_CONTINUE message instead. The contents of both messages is identical, all that differs is the operation field in the header. Messages are sent by the game every second until the game ultimately receives an ACK. The ACK will be either a COMP_OVER_ACK or a COMP_CONTINUE_ACK depending on which operation was requested.
The first thing the BWM does with the request is increment the message hop count. The hop count implicitly indicates the message's distance from the game. The servers may leverage this information to deduce where they reside within the hierarchy.
The BWM then consults its internal state table to see if the player has already been granted access to the next level. If so, the BWM appends its own IP address and port number to the message. By appending the addresses, the BWM will be handed an ACK automatically on the return trip.
USBWM—The COMP_OVER/COMP_CONTINUE is then forwarded to the next level server suite (LinkServer).
DSBWM—The COMP_OVER/COMP_CONTINUE is then forwarded to local level USBWM.
Note that the COMP_OVER/COMP_CONTINUE message does not remove the state associated with the player's access rights. This is done upon reception of the ACK.
If there is no state for the player, then the competition was either local or its state has already been cleared out by a previous ACK. In either case, the message is passed onto the local CompServer for further processing.
FIG. 9 is a flow chart for the COMP_OVER, COMP_CONTINUE message processing.
// WaveNet Server Message Header
// transaction id
// competition id
The CompServer initially generates a COMP_OVER_ACK or COMP_CONTINUE_ACK in response to a COMP_OVER or COMP_CONTINUE, respectively. Recall that the BWM had previously appended its address and port onto the COMP_OVER message as it percolated up to the CompServer.
The purpose of the ACK message is two-fold. First, the BWM uses this message to initiate cleaning up any state created on behalf of the player. Second, the game treats this message as an indication that the servers have completed dealing with the player and the game is now free to make itself available for further WaveNet competitions.
When the BWM receives the ACK message, it checks to see if there is state for the competition. If there is, then all bandwidth allocated to the competition is cleaned up and the competition state entry is removed. This method makes bandwidth more readily available.
Next, a check is made to see if the player was previously promoted. If so, the game's state entry is removed. Bandwidth allocated to the game is also reclaimed if we have not already done so. Lastly, the ASL is adjusted.
The message is then passed on to the initiator. In this way, the ACK is cascaded back through all promoted levels automatically so that the state associated with creating a competition is properly torn down at each level. This design is very clean and very extensible.
If more than one player in the competition was promoted by the same BWM, then the BWM will be receiving multiple requests for reclamation for the same competition. Total reclamation for the competition is done once upon receipt of the first ACK. Subsequent messages are simply relayed back downstream.
FIG. 10 is a flowchart for the COMP_OVER_ACK, COMP_CONTINUE_ACK message processing.
// WaveNet Server Message Header
// transaction id
The CompServer generates the BWM_ADJUST message just after closing the competition. It is used to adjust the bandwidth that was initially reserved when state was created for the player as part of the promotion process. See the section "Network Bandwidth Management Concepts" for a description of the message and its action. FIG. 11 is a flow chart showing the BWM_ADJUST message processing.
Message Flow Analysis
The three message flow diagrams or charts of FIGS. 12, 13 and 14 show a detailed analysis of the messages related to coordinating and cleaning up competitions. The first flow chart, FIG. 12, shows an example of two game units coordinating a competition. Included are all message types and competition states associated with setting up a competition. The states are more applicable to the CompServer. FIGS. 13 and 14 show the messages sent when a competition has completed. Included in this figure is an example of how the BWM and CompServer handle a previously lost message.
Referring to FIG. 12a, at the top right hand corner, competition requests are transmitted by a game unit every second. At reference numeral 1201, if the promotion criteria are met, state is created, bandwidth reserved, and the player promoted. The competition states are initially idle in the example of FIG. 12, until competition requests are received. A game unit will initially send a competition request without specifying a requested world to locate information regarding pending competitions. A COMP status message is returned until the player selects a world, as indicated at 1202. At this point, the competition state is pending. That is, upon receipt of a first COMP request with a selected world, a competition is created, and the state is changed to pending, however, a COMP status message is still returned.
At reference numeral 1203, a second player at another game unit joins the competition in the same world selected by the first player. The competition now enters the staging state wherein a stage-wait timer is initialized and a COMP setup message is returned to all games in the competition. At this state, each competition request is responded to with a COMP setup message. Once each BWM or the stage-wait timing expires, the state is changed to closed, a close-wait timer is initialized and a COMP_CLOSE message is returned to all games in the competition. At this point, each new competition request will be responded to with a COMP_CLOSE message. BWM_ADJUST will take place after closing the competition. The competition state is now active, after the close-wait timer expires. Reference numeral 1204 indicates a broken connection wherein the message is lost, and the game unit retransmits a competition request.
Referring to FIG. 13, at 1301, access rights are granted to a player and the player is passed to a USBWM. At 1302, the USBWM tracks promotions and passes a COMP_OVER message to the next level. At reference numeral 1303 the CompServer initiates the COMP_OVER acknowledgement once the data is stable. At 1304, competition teardowns cascade back through all promotion levels to ensure proper cleanup.
In FIG. 14, reference numeral 1401 indicates a broken connection wherein the COMP_OVER_ACK message is lost. The game unit will retransmit the COMP_OVER message. At 1402, another COMP_OVER message is received from an unrecognized or unknown competition. The COMP_OVER ACK reply is generated just the same.
BWM Tunables
Tunable name
Data Type
Name of host executing BWM
IP address
Port number on host executing
USBWM binary.
Input Bandwidth available from
upstream. Units are kbits/sec.
Output Bandwidth available to
upstream. Units are kbits/sec.
Threshold separating good players
from great players.
Bandwidth percentage above
which is reserved for rockers.
Bandwidth percentage below
which all players granted access.
Bandwidth percentage above
which is reserved for overhead.
Summary of BWM Salient Features
The network connections between the games, routers, servers, etc., shall be 1.5 Mbit/s T-1 lines.
Stateful. The BWM must track the players to whom it has previously granted access rights. This information is kept in a dynamic access rights table. The table contains the following elements: game IP address and port number, player's skill level, bandwidth consumed by the player's game, epoch (creation time) of the entry, the last access time of the entry, and a pointer to a competition entry.
USBWM's are symmetric with respect to the hierarchy level. This implies that the USBWM's perform the same functions no matter where they reside within the hierarchy.
DSBWM's are unique to the metro level. There is a separate DSBWM to manage each arcade that communicates with the metro server suite. To accomplish this, the DSBWM reads the appropriate file and activates a server for each unique domain (arcade). This is done at server invocation.
The DSBWM always routes to the local USBWM if the player is granted access, otherwise it drops the message due to insufficient available resources.
The same binary is used for both the upstream and downstream BWMs. The user must supply a "switch" at server invocation to indicate the direction. −d specifies a DSBWM, −u specifies an USBWM.
Both inbound and outbound bandwidth usage is monitored. When the BWM compares bandwidth usage, this implies a comparison to the greater of either the inbound or outbound value. The system is bound by both at all times and so chooses the worse case.
Skill level and available bandwidth are the components used to determine a player's access rights. If access if granted, the player is promoted to the next level in the hierarchy. The promotion heuristic is tunable so the thresholds may be adjusted without the need to recompile the code. The heuristic is dynamic in nature and varies based on the set of players currently consuming the bandwidth.
The USBWM, as part of its promotion logic, is one of the few servers allowed to route messages to other levels in the hierarchy. This is accomplished very simply. Promotion results in the competition request being passed to the parent server suite (LinkServer) at the next level in the hierarchy (provided there is a next level). This interface allows the system to easily scale to any depth.
The BWM shall remain dormant at start-up for a fixed amount of time (with a default, e.g., 5 minutes). This is to allow the network to settle into a known state before access rights are granted and bandwidth is consumed.
Promotion logic may be disabled to effectively turn off player promotions. This is accomplished via a command sent by the WaveNet server tool. The dormant time is adjustable via the tool.
The USBWM requires the IP address and port number of the parent LinkServer. These values are derived from the local server suite configuration file. The following new section and tokens are created:
host=<parent LinkServer hostname or IP address>
port=<parent LinkServer port number>
There is a separate configuration file section for each BWM. This allows better tuning granularity. The USBWM's section is called [USBWM], the DSBWM's section is called [DSBWM]. The configuration file for levels above the metro level do not have a DSBWM entry.
A periodic "garbage collection service" is provided to clean up stale server state and any reserved bandwidth entries. Stale entries may arise due to network/server failures. A "timer" is checked at the end of every message and if it is "popped" then the "garbage collection service" is invoked. The timer is set to the value BWM_COLLECT_GARBAGE seconds. Entries are considered old after BWM_AGE_OLD seconds. These values are not tunable in the embodiment described herein.
Garbage collection may also be triggered by sending a SERVER_COLLECT_GARB message to the BWM.
A periodic consistency check is performed to verify the average skill level (ASL) and bandwidth usage percentage. This is done by comparing all players and competition states with the dynamic values used to maintain the ASL and bandwidth usage. A timer similar in concept to the BWM_COLLECT_GARBAGE timer is kept. The value is not tunable in the embodiment described herein.
IV. Architecture
WaveNet Server Commonality
All servers provide support for a set of Common Server Management Messages (CSMMs). The BWM conforms to this requirement. The CSMM messages control the BWM's internal functionality. The Operation Types are as follows:
1. Server verbosity level (SERVER_VERBOSE) [LOG_CRIT (0)—LOG_DEBUG (7)]
2. Allow (SERVER_EXIT_YES) or disallow (SERVER_EXIT_NO) the BWM to exit on error
3. Produce (or not) a core file on exit (SERVER_EXIT_YES/SERVER_ERR_CORE)
4. Reread server configuration file (SERVER_HUP), reinitialize BWM state
5. Receive/Ack a ping message (SERVER_PING)
6. Force the BWM to die and produce a core file (SERVER_FORCE_CORE)
7. BWM specific—force garbage collection (SERVER_COLLECT_GARB)
WaveNet Control Protocol Header (WNCP)
All messages passed between the game unit(s), NSS, and Servers are encapsulated within a packet prefixed by a common header. The message header and data is packed (byte aligned) and passed in network byte order. The WaveNet Server Message Header has the following structure:
typedef struct WncpHdr {
u_short Size;
// overall size of the message
u_char Version;
// the version of the message
u_char Channel;
// the communication channel
u_char Spare[4];
// extra space just in case . . .
u_char Service;
// desired service
u_char Operation;
// desired operation
u_long SourceIP;
// message source IP address
u_short SourcePort;
// message source port number
} WncpHdr_t;
All incoming game-to-server messages include the game type and game version immediately following the WNCP Header. Many of the servers need to discern between game types and therefore this requirement should be adhered to. All game unit-to-server messages begin with the format
. . . . . . . . .
While the invention may be susceptible to various modifications and alternative forms, specific embodiments have been shown and described herein above by way of example. It should be understood, however, that it is not intended to limit the invention to the particular forms disclosed. On the contrary, the intention is to cover all modifications, equivalents and alternatives falling within the spirit and scope of the invention as defined by the dependent claims.
|Cited Patent
|Filing date
|Publication date
|Apr 7, 1970
|Apr 4, 1972
|Gilbert D Beinhocker
|Electronic game board system
|Jul 12, 1977
|Mar 11, 1980
|Post Office
|Information handling apparatus having multiple ports distributed around shifting register rings
|Mar 31, 1978
|Jun 17, 1980
|Tokyo Shibaura Electric Co., Ltd.
|Dual data processing system
|May 24, 1979
|Nov 24, 1981
|Amf Incorporated
|Electronic bowling scoring system with video communication interface between manager console and lane score consoles
|Jan 29, 1980
|Jun 22, 1982
|Barcrest Limited
|Entertainment machines
|Nov 20, 1979
|Feb 8, 1983
|Matsushita Electric Industrial Co., Ltd.
|Remote game apparatus
|Sep 27, 1982
|Oct 16, 1984
|Crudgington Jr Cleveland B
|Electronic amusement center
|Sep 30, 1982
|Jun 4, 1985
|Sitrick David H
|Video game including user visual image
|Oct 26, 1981
|Jan 14, 1986
|Casio Computer Co., Ltd.
|Interconnectable electronic game apparatus
|Oct 3, 1983
|Feb 18, 1986
|At&T Bell Laboratories
|System, method, and station interface arrangement for playing video game over telephone lines
|Sep 30, 1982
|Feb 25, 1986
|Sitrick David H
|Video game network
|Aug 3, 1988
|Jan 21, 1992
|John A. Klayh
|Tournament data system with game score communication between remote player terminal and central computer
|May 31, 1991
|Mar 8, 1994
|Hochstein Peter A
|Apparatus and method for electrically connecting remotely located video games
|Mar 7, 1994
|Sep 27, 1994
|Peter Hochstein
|Video game
|Jun 18, 1993
|Oct 11, 1994
|Atari Games Corporation
|System and method for driver training with multiple driver competition
|Sep 25, 1996
|Oct 7, 1997
|Oneida Indian Nation
|Cashless computerized video game system and method
|Oct 28, 1994
|Nov 11, 1997
|International Business Machines Corporation
|Networking video games over telephone network
|Feb 15, 1996
|Dec 30, 1997
|Electronic game system
|Apr 25, 1995
|Oct 6, 1998
|Namco Ltd.
|Game system and method of entering game system
|May 15, 1996
|Nov 24, 1998
|Rtime, Inc.
|Distributed system for communication networks in multi-user applications
|Mar 20, 1997
|Apr 13, 1999
|Mpath Interactive, Inc.
|Network match maker matching requesters based on communication attribute between the requesters
|Apr 11, 1997
|Apr 18, 2000
|Scientific-Atlanta, Inc.
|System and method for detecting correcting and discarding corrupted data packets in a cable data delivery system
|Jun 6, 1994
|Aug 20, 1996
|Atari Games Corporation
|Multi-player, multi-character cooperative play video game with independent player entry and departure
|"Commbat: A Tele-Game for Two," George Stewart, BYTE Publications Inc., Dec. 1981.
|"Computer Poker," Nicholas V. Findler.
|"Multimachine Games," Ken Wasserman and Tim Stryker, BYTE Publications Inc., Dec. 1980.
|"The Xerox Alto Computer," Thomas A. Wadlow, BYTE Publications Inc., Sep. 1981.
|LaMonthe, Andre. "Net-Play: A High-Energy Network Solution." Game Developer. Jun. 1994. pp. 33-38.*
|Translation of German Language Patent Description of No. 2724153, Aug. 24, 1978.
|Citing Patent
|Filing date
|Publication date
|Sep 24, 2001
|Oct 21, 2003
|Aruze Corporation
|Audience terminal game machine for playing a self-contained game in a first mode or, in a second mode wagering on a game conducted by a remote game machine
|Sep 28, 2001
|Mar 8, 2005
|Bally Gaming, Inc.
|Two wire exchange system
|Mar 3, 2005
|Jul 17, 2007
|Bally Gaming, Inc.
|Two wire exchange system
|Oct 3, 2002
|Oct 23, 2007
|Karmarkar Jayant S
|Restricted multimedia episode distribution with synthetically generated random outcomes to players with intra-episode biometric image based authentication
|Mar 21, 2003
|Mar 11, 2008
|Unirec Co., Ltd.
|Game system with gaming machine interconnected to a cellular phone
|Oct 24, 2002
|Mar 18, 2008
|Unirec Co., Ltd.
|Game system using tokens
|Nov 9, 2001
|Feb 3, 2009
|Nintendo Co. Ltd.
|Game system capable of evaluating the correlation of user operation on a game machine with displayed operational information and user operation on another game machine
|Apr 25, 2005
|Mar 16, 2010
|Electronic Arts, Inc.
|Dynamic bandwidth detection and response for online games
|Jun 8, 2007
|Mar 23, 2010
|Server based gaming system and method for selectively providing one or more different tournaments
|Jun 8, 2007
|Mar 23, 2010
|Server based gaming system and method for selectively providing one or more different tournaments
|Jun 8, 2007
|Mar 30, 2010
|Server based gaming system and method for selectively providing one or more different tournaments
|Jun 8, 2007
|Aug 31, 2010
|Server based gaming system and method for selectively providing one or more different tournaments
|Jun 22, 2006
|Aug 31, 2010
|At&T Intellectual Property I, L.P.
|Method of communicating data from virtual setting into real-time devices
|Jun 11, 2007
|Nov 30, 2010
|Spawn Labs, Inc.
|System for remote game access
|Sep 30, 2008
|Nov 30, 2010
|At&T Intellectual Property I, L.P.
|Methods, systems, and computer program products for allocating different quality of service/bandwidth allocation to subscribers having different levels of subscription service for interactive gaming
|Sep 17, 2004
|Mar 8, 2011
|Nintendo Co., Ltd.
|Game system, game apparatus, and storage medium having game program stored therein
|Dec 14, 2005
|Jul 5, 2011
|At&T Intellectual Property I, L.P.
|Presence detection in a bandwidth management system
|Dec 14, 2005
|Sep 20, 2011
|At&T Intellectual Property, I, L.P.
|Methods, systems, and computer program products for implementing bandwidth management services
|Oct 12, 2006
|Nov 8, 2011
|Nintendo Co., Ltd.
|Game system capable of evaluating the correlation of user operation on a game machine with displayed operational information and user operation on another game machine
|Jul 30, 2007
|Dec 6, 2011
|Server based gaming system and method for selectively providing one or more different tournaments
|Jan 10, 2012
|Gaming system and method for providing a bonus based on number of gaming machines being actively played
|Dec 14, 2005
|Jan 17, 2012
|At&T Intellectual Property I, L.P.
|Methods, systems, and computer program products for implementing bandwidth control services
|Dec 9, 2005
|Jan 24, 2012
|At&T Intellectual Property I, L.P.
|Methods, systems, and devices for bandwidth conservation
|Aug 2, 2007
|Feb 28, 2012
|Karmarkar Jayant S
|Systems for distributing entertaining episodes and crediting payouts to authorized remote-player's wagers
|Jan 14, 2010
|Mar 20, 2012
|Tzu-Hsiang Tseng
|Integrated electronic game system with player-end games corresponding to server-end games
|Jun 22, 2006
|Sep 4, 2012
|At&T Intellectual Property I, L.P.
|Method of integrating real time data into virtual settings
|Dec 14, 2005
|Nov 6, 2012
|At&T Intellectual Property I, L.P.
|Methods, systems, and computer program products for providing traffic control services
|Dec 14, 2005
|Dec 18, 2012
|At&T Intellectual Property I, L.P.
|Methods, systems, and devices for bandwidth conservation
|Sep 26, 2011
|Jan 8, 2013
|Nintendo Co., Ltd.
|Game system capable of evaluating the correlation of user operation on a game machine with displayed operational information and user operation on another game machine
|Aug 3, 2012
|Feb 5, 2013
|At&T Intellectual Property I, L.P.
|Integrating real time data into virtual settings
|Feb 12, 2013
|Gaming system and method for providing a bonus based on number of gaming machines being actively played
|Apr 16, 2013
|Gaming system and method for selectively providing an elimination tournament that funds an award through expected values of unplayed tournament games of eliminated players
|Jun 22, 2006
|May 14, 2013
|At&T Intellectual Property I, L.P.
|Adaptive access in virtual settings based on established virtual profile
|Nov 12, 2009
|May 28, 2013
|Wms Gaming Inc.
|Gaming system having bonus awards entered into tournament features
|Feb 16, 2001
|Jun 11, 2013
|Cybernet Systems Corporation
|Distributed computing environment
|Oct 26, 2010
|Oct 29, 2013
|Spawn Labs, Inc.
|System for remote game access
|Jul 24, 2008
|Nov 26, 2013
|Wimm Labs, Inc.
|Portable universal personal storage, entertainment, and communication device
|Nov 14, 2012
|Dec 10, 2013
|At&T Intellectual Property I, L.P.
|Methods, systems, and devices for bandwidth conservation
|Dec 2, 2011
|Dec 31, 2013
|At&T Intellectual Property I, L.P.
|Methods, systems, and devices for bandwidth conservation
|Nov 5, 2009
|Jan 7, 2014
|Wms Gaming Inc.
|Gaming system having system wide tournament features
|Nov 12, 2010
|Jan 28, 2014
|At&T Intellectual Property I, L.P.
|Methods, systems, and computer program products for allocating different quality of service/bandwidth allocation to subscribers having different levels of subscription service for interactive gaming
|Nov 28, 2012
|Feb 18, 2014
|At&T Intellectual Property I, L.P.
|Integrating real time data into virtual settings
|Aug 18, 2010
|Feb 18, 2014
|Mattel, Inc.
|Electronic game device and method of using the same
|Dec 9, 2005
|Apr 15, 2014
|At&T Intellectual Property I, L.P.
|Methods, systems, and devices for bandwidth conservation
|Feb 20, 2007
|Apr 22, 2014
|Sandisk Il Ltd.
|Method and apparatus to exchange information with a local storage device
|Jun 24, 2010
|May 13, 2014
|Sandisk Il Ltd.
|Autonomous local web-server updating
|Oct 4, 2007
|May 20, 2014
|Marvell International Ltd.
|Automatic ad-hoc network creation and coalescing using WiFi protected setup
|Dec 1, 2009
|Jul 1, 2014
|Intel Corporation
|Method and system for mediating interactive services over a wireless communications network
|Dec 8, 2005
|Aug 26, 2014
|Systems and methods for post-play gaming benefits
|Dec 7, 2006
|Aug 26, 2014
|Intel Corporation
|Method and system for providing interactive services over a wireless communications network
|Sep 19, 2006
|Nov 11, 2014
|Google Inc.
|Peering system for gaming service providers
|Jul 30, 2012
|Nov 18, 2014
|Marvell International Ltd.
|Power save mechanisms for dynamic ad-hoc networks
|Oct 9, 2013
|Nov 25, 2014
|Elbo, Inc.
|System for remote game access
|Mar 31, 2006
|Feb 24, 2015
|Alcatel Lucent
|Methods and devices for maintaining sessions based on presence status information
|Oct 9, 2013
|Mar 10, 2015
|Elbo, Inc.
|System for remote game access
|Dec 14, 2012
|Apr 7, 2015
|Elbo, Inc.
|Network-enabled game controller
|Dec 30, 2013
|Apr 28, 2015
|Marvell World Trade Ltd.
|Ad-hoc simple configuration
|Feb 15, 2013
|Aug 18, 2015
|Intel Corporation
|Method and system for improving the efficiency of state information transfer over a wireless communications network
|Feb 8, 2012
|Sep 1, 2015
|Microsoft Technology Licensing, Llc
|Arrangement for building and operating human-computation and other games
|Feb 16, 2001
|Dec 13, 2001
|Jacobus Charles J.
|Distributed computing environment
|Nov 9, 2001
|Oct 3, 2002
|Akito Nakatsuka
|Game machine and program therefor
|Apr 25, 2003
|Oct 30, 2003
|Unirec Co., Ltd.
|Content delivering system
|Oct 24, 2002
|Apr 29, 2004
|Unirec Co., Ltd.
|Game system using tokens
|Dec 20, 2002
|Jun 24, 2004
|Daniel Willis
|Peering system for gaming service providers
|Jan 14, 2004
|Jul 29, 2004
|Stiles Thomas William
|Gaming device system
|Mar 21, 2003
|Sep 23, 2004
|Unirec Co., Ltd.
|Game system
|Jun 9, 2004
|Nov 11, 2004
|Norio Haga
|Image display method, computer game processing method and recording medium
|Mar 3, 2005
|Jul 7, 2005
|James Morrow
|Two wire exchange system
|Jan 5, 2004
|Jul 7, 2005
|Marko Torvinen
|Method and system for conditional acceptance to a group
|Sep 17, 2004
|Oct 6, 2005
|Nintendo Co.
|Game system, game apparatus, and storage medium having game program stored therein
|Dec 14, 2005
|Oct 5, 2006
|Bedingfield James C Sr
|Methods, systems, and computer program products for providing traffic control services
|Dec 14, 2005
|Oct 5, 2006
|Aaron Jeffrey A
|Methods, systems, and computer program products for implementing bandwidth control services
|Dec 14, 2005
|Oct 5, 2006
|Kafka Henry J
|Methods, systems, and devices for bandwidth conservation
|Dec 14, 2005
|Oct 5, 2006
|Bedingfield James C Sr
|Presence detection in a bandwidth management system
|Dec 14, 2005
|Nov 9, 2006
|Bedingfield James C Sr
|Methods, systems, and computer program products for implementing bandwidth management services
|Sep 19, 2006
|Jan 11, 2007
|Daniel Willis
|Peering system for gamming service providers
|Oct 12, 2006
|Feb 8, 2007
|Nintendo Co., Ltd.
|Game system capable of evaluating the correlation of user operation on a game machine with displayed operational information and user operation on another game machine
|Jul 8, 2010
|Cricket Communications, Inc.
|Method and System for Mediating Interactive Services Over a Wireless Communications Network
|Jul 14, 2011
|Tzu-Hsiang Tseng
|Integrated electronic game system
|U.S. Classification
|463/42, 463/40
|International Classification
|Cooperative Classification
|European Classification
|Apr 13, 1999
Owner name: MIDWAY GAMES INC., ILLINOIS
Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:METKE, ANTHONY R.;ALLEN, JEFFREY L.;REEL/FRAME:009899/0464
Effective date: 19990401
|Jul 14, 2000
|Oct 30, 2002
Owner name: MIDWAY AMUSEMENT GAMES, LLC, ILLINOIS
Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:MIDWAY GAMES INC.;REEL/FRAME:013438/0418
Effective date: 20021018
|Mar 8, 2004
|Apr 19, 2005
|Fee payment
Year of fee payment: 4
|May 25, 2009
|Maintenance fee reminder mailed
|Sep 30, 2009
|Surcharge for late payment
Year of fee payment: 7
|Sep 30, 2009
|Fee payment
Year of fee payment: 8
|Feb 25, 2011
Owner name: WARNER BROS. ENTERTAINMENT INC., CALIFORNIA
Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:MIDWAY AMUSEMENT GAMES, LLC;REEL/FRAME:025868/0220
Effective date: 20090710
|Mar 7, 2013
|Fee payment
Year of fee payment: 12


text:
Inventory Search
Inventory Specials
Pre-Owned Inventory Special*2011 MINI Cooper S Clubman
Pre-Owned Inventory Special*2012 Audi A8 L 4dr Sdn
Pre-Owned Inventory Special*2013 Escalade ESV AWD Platinum..
Pre-Owned Inventory Special*2014 Volkswagen Tiguan 2WD 4dr Auto..
Pre-Owned Inventory Special*2014 XTS 3.6L V6 AWD Luxury
Pre-Owned Inventory Special*2014 BMW 335i Sedan
Pre-Owned Inventory Special*2013 Volkswagen Jetta Sedan 4dr DSG..
Pre-Owned Inventory Special*2012 Toyota Camry 4dr Sdn I4 Auto..
Pre-Owned Inventory Special*2012 CTS Sedan 3.0L V6 AWD
Pre-Owned Inventory Special*2007 Lexus IS 250 4dr Sport Sedan..
Brake Pads Installed*GM Original Equipment$169 95 per axle*
Everyday Value Price*5-Quart Oil Change, 4-Tire Rotation & Multi-Point Vehicle Inspection$49 95 dexos1�* $89 95 Synthetic*
$50 Tire Rebate*Mail-in rebate (debit card)* on a set of four select tires.
Brake Pads Installed*ACDelco Professional DuraStop$99 95 per axle*
30-Day Tire Price Guarantee*
Wiper Blades*$5 00 OFF
Cooling System Refresh*$30 00 OFF
Transmission Service*$25 00 OFF
Multi-Point Inspection*FREE
Tire Rotation*$29 95
Contact Us
Dealer Rating
Our average rating from our customers is
Excellent customer service, as always!Read More >>
Rossalynn R.
Glen Burnie, MD
I had a great experience, Tom the sales guy called me right away after I submitted a request about a car on cars.com. He was very helpful with information and answering my questions before I made a tRead More >>
Kelly J.
Frederick, MD
Brought our 2014 SRX in for its first service. Excellent experience making the appointment by phone and I was well treated in bringing the car in. We have been exceptionally pleased at every level oRead More >>
Mary H.
Annapolis, MD
Been dealing with Fitz. for at least 30 yrs.! Great service...great people!!! Shirley PritcahrdRead More >>
Shirley P.
Annapolis, MD
As always the service folks at Fitzgerald in Annapolis are great. And the free loaner car will keep me coming back there to buy Cadillacs and have them serviced.Read More >>
Reginald H.
Crofton, MD
The Best!!!Read More >>
Michael H.
Severna Park, MD
Great service from start to finish.Read More >>
Robert R.
Denton, MD
you got me in before we left for Florida,no appointment and I was fixed and out the door in 2 1/2 hrs! always good service, thank you, Bob SchoberRead More >>
Robert S.
Grasonville, MD
Brought in car for basic 60K service and two other things. One blow moon roof drains and replace rear passenger door lock. Door lock took two days to get. not a dealer problem, more supply.Read More >>
Joe K.
Annapolis, MD
We purchased an ATS two-door coupe in deep red - beautiful! It has so many features, we may not learn how to use everything for six months. Our sales rep worked with us every step of the way.Read More >>
Warren S.
Huntingtown, MD
Fitzgerald Cadillac in Annapolis - Serving Washington, D.C. Cadillac Customers
Fitzgerald Cadillac in Annapolis is proud to serve Baltimore Cadillac shoppers. We are a part of Fitzgerald Auto Malls, an ISO 9001 certified group, and one of the top dealer groups in North America. We offer every customer a no hassle and no haggle posted price environment and a 150% best Price Promise on our new vehicles. We provide the best sales and service to our Baltimore Cadillac customers. This is just a part of our customer driven business model that we call The FitzWay. Washington, D.C. Cadillac drivers, come and see why Fitzgerald Cadillac is the only way to go!
Baltimore Cadillac Source
We have been serving our Annapolis and Baltimore Cadillac customers for over 24 years now. As such, our professional and friendly staff guarantees a tailored shopping experience unmatched by any other car dealer in the Maryland area. Washington, D.C. Cadillac drivers, visit our showroom and get the service you deserve. We are located at the heart of the city of Annapolis and suitably placed to serve all Washington, D.C. Cadillac customers. Baltimore Cadillac drivers, you can contact us today, or stop by our dealership at, 34 Hudson Street Annapolis, MD. Fitzgerald Cadillac also offers specials and incentives on new and used Cadillac vehicles. We are waiting to make your dreams become a reality!
We're Happy to Serve Drivers Looking for Baltimore Cadillac Alternative
Are you looking for regular car maintenance, an oil change, or replacement parts in the Baltimore area? Fitzgerald Cadillac's service and parts department is standing by to assist you. We offer a variety of tires, accessories, and regularly update our service specials page in order to get you what you need at the best price. Our GM certified service department is here to assist you with any questions or concerns you may have on the maintenance of your vehicle. We invite Annapolis, Baltimore, and Washington, D.C. Cadillac drivers to contact us for more information on the routine care we offer for their vehicle. Fitzgerald Cadillac services all GM makes and models.
Annapolis Used Car Dealer - Serving Baltimore Cadillac Customers
Washington, D.C. Cadillac drivers, if you're looking for used car dealer, then, look no further than Fitzgerald Cadillac. We have a large selection of pre-owned and used cars, trucks and SUVs at our Annapolis dealership. Each vehicle is inspected by our professional service department and receives our exclusive 138 point inspection to make sure it will keep you on the road for years to come. Our inventory is updated daily; so the car you see online is the one that will be waiting for you at the dealership. Annapolis, Baltimore, and Washington, D.C. used car shoppers know where to come for quality service and great deals.
Fitzgerald Cadillac - New and Used Car Financing in Annapolis
Need car financing? Fitzgerald Cadillac of Annapolis has flexible financing options for you. Not sure whether leasing or financing is right for you? To help you out, we have a quick and easy buy versus lease questionnaire that you can use to compare options and choose one that is better for you. Also from our site you can get a quick quote, pre-qualify for financing, and value your trade in. Fitzgerald Cadillac has the cars, trucks, vans, wagons, and SUVs that you are looking for. Stop by and get what you want today!
Cadillac: ATS | ATS Coupe | CTS Coupe | CTS Sedan | CTS-V Coupe | CTS-V Sedan | Escalade | SRX | XTS

subset: commoncrawl


text:
Make a difference in the challenge to confront climate change, promote clean safe energy, and prevent the development and use of nuclear weapons.
Let your voice be heard! Send a letter to the editor of your local newspaper supporting the Pope's call for protecting the planet from climate change.
Health and environmental groups, lead by Chesapeake PSR, have launched a petition calling on Governor O'Malley to support a six point proposal on chemical disclosure in the event that Maryland authorizes the extraction of natural gas through a process of known as hydraulic fracturing. Amoung the proposal's provisions are: chemical formulas and other agents injected into the environment must not be subject to disclosure restrictions under trade secret regulations; and, drilling companies must provide comprehensive data to the state on the health effects of the chemicals used.
PSR-Chesapeake helped launch legislation in Maryland to allow health professionals to learn what chemicals are used in hydraulic fracturing. A Maryland newspaper penned a highly supportive editorial.Source: Frederick News-Post
A letter to the editor from Chesapeake PSR Director Tim Whitehouse on dangerous pollution from coal-fired power plants in Maryland.Source: The Gazette
Baltimore, MarylandBaltimore Nagasaki Commemoration
For the 30th year, the Hiroshima-Nagasaki Commemoration Committee will remember the atomic bombings of Japan on August 6 & 9, 1945, which killed more than 200,000 people.
Baltimore, MarylandBaltimore Hiroshima Commemoration
For the 30th year, the Hiroshima-Nagasaki Commemoration Committee will remember the atomic bombings of Japan on August 6 & 9, 1945, which killed more than 200,000 people.
Baltimore, MarylandHealth Impact Assessment Workshop
The Maryland Environmental Health Network, Chesapeake Physicians for Social Responsibility, Maryland Nonprofits, and the Alliance of Nurses for a Healthy Environment are offering a workshop on Health Impact Assessment as a tool for policy-making and environmental health advocacy.


text:
OPOSF vs. ETF Alternatives
Company Description
Optos plc has the vision to be The retina company. We aim to be recognised as a leading provider of devices and solutions to eyecare professionals for improved patient care.
Sector: Services
Industry: Business Services
Country: United Kingdom
Other News & PR
See More »


text:
IMAX And MacGillivray Freeman Films Sign Multi-Picture Agreement
Imax Corporation and MacGillivray Freeman Films (MFF) today announced an agreement to jointly finance, market and distribute up to four films produced by MFF to be released exclusively to Imax theatres. The deal includes an option for the parties to extend the agreement for an additional four films upon completion of the four co-financed films. The companies' collaboration will also benefit from IMAX's extensive studio relationships in the development of future film productions. Today's agreement ensures Imax exhibitors, particularly IMAX's iconic institutional theatres, will have access to a steady flow of the highest-quality, large-format documentaries over the years to come.
The parties have already begun development on the first film in the collaboration, which will be set in the exotic cluster of Indonesia's 13,000 islands and explore the breathtaking ancient reefs and ocean life of the South Pacific. The second in MacGillivray Freeman's multi-platform One World One Ocean campaign, the film will use inspiring human stories from this unique region to communicate that we are all islanders, no matter where we live on this ocean planet.
Since 2002, the top four highest-grossing films in the giant screen industry have been Imax or MFF productions. The companies' first film collaboration was more than 25 years ago, with Blue Planet, released in 1986. Since then, Imax and MFF have collaborated on many award-winning original, large-format films. The parties' most recent collaboration was To The Arctic, which was co-produced with Warner Bros. Pictures. Released in April of 2012, the film follows the intimate story of a mother polar bear and her two cubs navigating the rugged Arctic wilderness they call home. Since its release, To The Arctic has grossed approximately $13 million to date in Imax theatres.
"The giant-screen industry was built on the success of Imax documentaries and with this agreement, we look forward to working with Imax and their partners to ensure a steady stream of high-quality educational films that our Imax customers want," said Greg and Shaun MacGillivray , Co-Presidents of MacGillivray Freeman Films. "Museums, science centers and aquariums are the backbone for lifelong learning in communities around the world. We will continue to work hand-in-hand with these important institutions to deliver films and other educational programming that fulfill their missions."
"For decades, Imax and MacGillivray Freeman have aligned our collective expertise to create some of the industry's highest-grossing and most acclaimed Imax documentaries which have transformed the way people see and experience their world," said Greg Foster , Imax Chairman and President of Filmed Entertainment. "With today's agreement, this legacy continues and we look forward to delivering films that will inspire movie-goers for generations to come from all over the globe."
"MacGillivray Freeman has unique credibility within the institutional theatre community and we are delighted to expand our relationship," said Robert D. Lister , Imax Chief Legal and Business Development Officer. "Today's agreement delivers on our promise to provide Imax customers, particularly our iconic institutional theatres, with more of the highest-quality content that will educate and entertain audiences worldwide."
About MacGillivray Freeman Films
MacGillivray Freeman Films is the world's foremost independent producer and distributor of giant-screen 70mm films with 35 Imax films to its credit. Throughout the company's 40-year history, its films have won numerous international awards including two Academy Award nominations and three films inducted into the Imax Hall of Fame. MacGillivray Freeman's films are known for their artistry and celebration of science and the natural world. It is the first documentary film company to reach the one billion dollar benchmark for box office. For more information about the company, visit www.macfreefilms.com.
About Imax Corporation
IMAX, an innovator in entertainment technology, combines proprietary software, architecture and equipment to create experiences that take you beyond The Edge of your seat to a world you've never imagined. Top filmmakers and studios are utilizing Imax theatres to connect with audiences in extraordinary ways, and, as such, IMAX's network is among the most important and successful theatrical distribution platforms for major event films around the globe.
Imax is headquartered in New York, Toronto and Los Angeles, with offices in London, Tokyo, Shanghai and Beijing. As of Sept. 30, 2012, there were 689 Imax theatres (556 commercial multiplex, 20 commercial destination and 113 institutional) in 52 countries.
IMAX, Imax 3D, Imax DMR, Experience It In IMAX, An Imax 3D Experience, The Imax Experience and Imax Is Believing are trademarks of Imax Corporation. More information about the Company can be found at www.imax.com. You may also connect with Imax on Facebook (www.facebook.com/imax), Twitter (www.twitter.com/imax) and YouTube (www.youtube.com/imaxmovies).
About Author
- VIDEO: Jennifer Lawrence, Philip Seymour Hoffman, and THE HUNGER GAMES Cast Recall Favorite Moments
- COP CAR, Starring Kevin Bacon, Comes to Digital HD, On-Demand & DVD Today
- Original GHOSTBUSTERS Star Ernie Hudson to Appear in Reboot
- VIDEO: Watch Justin Bieber Make Surprise Appearance on ELLEN
- Photo Flash: Gorgeous New Banner Unveiled for MOCKINGJAY - PART 2
- It's Official! Orlando Bloom to Return for PIRATES OF THE CARIBBEAN 5
- VIDEO: Andrew Garfield Gives New SPIDER-MAN Tom Holland His Blessing
- VIDEO: TOY STORY 4 Director Spills New Plot Details at Disney D23 Expo
- VIDEO: First Trailer Revealed for Quentin Tarantino's THE HATEFUL EIGHT
- COP CAR, Starring Kevin Bacon, Coming to Digital HD, On-Demand & DVD 9/29
- AUDIO: First Listen- Meryl Streep Sings 'Bad Romance' in RICKI AND THE FLASH
- Review Roundup: Marvel Re-Imagines the FANTASTIC FOUR
- NOT ANOTHER BAD HORROR FLICK Screening Set for Nyack Film Festival
- Production Underway in Los Angeles for New Feature Film FEAR, INC.
- Allison Janney, Bryan Cranston & Many More Set fo Present at HFPA Dinner
- VIDEO: Uncovered Story Reel Reveals Chris Farley as Original Voice of SHREK!
- VIDEO: Rebecca Hall Chats New Thriller 'The Gift' on GMA
- Watch Hugh Jackman Photo Bomb Australian Reporter on Live TV!
- VIDEO: Beijing's Winter Olympic Song Sounds So Familiar -We Can't 'Let It Go'!
- VIDEO: New Taylor Swift/Harry Potter Musical Mashup is Magical!


text:
Internet Software and Services
Company Overview of Tealium, Inc.
Company Overview
11085 Torreyana Road
San Diego, CA 92121
United States
Founded in 2008
Key Executives for Tealium, Inc.
Tealium, Inc. Key Developments
Tealium has hired Andy Clark as its new General Manager, Asia Pacific to manage operation and sales throughout the region. In this new role, Clark will be based in Singapore and also help the burgeoning demand for real-time customer solutions in crucial markets like Japan, New Zealand, Australia, India, and Singapore. Clark most recently served as the Group VP, Asia Pacific for Limelight Networks and earlier to that he was Director of Sales and Operations, North Asia, Crossbeam Systems.
Tealium reported sales results for the first quarter of 2015. The company's year over year organic sales growth of 100% highlight the growing mandate across organizations worldwide to leverage the power of first-party data to drive real-time, relevant customer interactions.
Tealium announced a set of new data services, Tealium DataAccess, built from the ground up to break down the barriers between the marketing data set and data available across an entire organization. Tealium DataAccess will enable customers to unify all omnichannel insights from anywhere across the organization to allow for real-time, informed engagement and action. Leveraging Tealium DataAccess, the newest addition to the company's evolving customer data platform, organizations can now further streamline the customer data supply chain by providing a set of data services that support business intelligence or enterprise data warehouse (EDW) initiatives. DataAccess offers the richest source of clean omnichannel, event, and audience data collected across web and mobile touch points, and makes that data available for real-time action across the enterprise.
Similar Private Companies By Industry
|Company Name
|Fulcrum Information Technology, Inc.
|United States
|Maxta, Inc.
|United States
|nToggle, Inc.
|United States
|United States
|RealGravity, Inc.
|United States
Recent Private Companies Transactions
Private Placement
February 3, 2015
Most Searched Private Companies
|Company Name
|Geographic Region
|Lawyers Committee for Civil Rights Under Law
|United States
|NYC2012, Inc.
|United States
|Bertelsmann AG
|Rush University
|United States
|Citizens Budget Commission
|United States
Sponsored Financial Commentaries
Sponsored Links
To contact Tealium, Inc., please visit www.tealium.com. Company data is provided by Capital IQ. Please use this form to report any data issues.
Our data partners will research the update request and update the information on this page if necessary. Research and follow-up could take several weeks. If you have questions, you can contact them at firstname.lastname@example.com.


text:
Zellwood Babysitters
Choose from 6 babysitters. Average Zellwood babysitting pay rate: $10.50/hr. Share this rate with friends.
Part-Time Babysitter — Zellwood, FL
Just a simple babysitter that loves to have fun and loves kids and animals :). I currently have a furniture business but I'm looking for a full time job.
4 yrs of exp.
19 years old
Full Time Caregiver — Zellwood, FL
My name is Daniela and I am currently taking my 45 hour child care courses with The Department of Children and Families. I have worked at two different child care facilities, which are Little Tots On ...
1 yr of exp.
20 years old
Nanny — Zellwood, FL
I was in a foster home over the period of 13 years for about 300 children and teenagers. I also took teenagers that were kicked out of their homes. I love kids. Also, all this summer, I acted like a s...
10 yrs of exp.
67 years old
Part-time Nanny Or Babysitter — Zellwood, FL
Hello there! I have a lot of experience taking care of children of any age. I have 6 grown children of my own (two of them were adopted young by us). I was a foster home years ago for about 13 years a...
10 yrs of exp.
67 years old
Zellwood, FL
I love working with kids. Some can be really energetic, while other are mote calm. Either way, I love kids and I know they can be hard to handle, but I'm up for the challenge.
0 yrs of exp.
20 years old
Zellwood, FL
I've babysat my younger siblings ever since I was 14. Now being 18, I am looking for a full-time job. My favorite activities is going to the park, and arts & crafts.
4 yrs of exp.
19 years old
Showing 1 - 6 of 6
Join free today
Sign up now! It only takes a few minutes.
Babysitters Near Zellwood
- Babysitters in Orlando, FL
- Babysitters in Apopka, FL
- Babysitters in Mount Dora, FL
- Babysitters in Ocoee, FL
- Babysitters in Eustis, FL
- Babysitters in Altamonte Springs, FL
- Babysitters in Longwood, FL
- Babysitters in Maitland, FL
- Babysitters in Lake Mary, FL
- Babysitters in Sorrento, FL
- Babysitters in Tavares, FL


text:
Saving Face (2004)
seeders: 17
leechers: 2
updated: 13 hours ago
Added on Sep 6, 2006 in Movies
Torrent verified. Downloaded 250 times.
Cast: Joan Chen, Richard Chang, Nathanel Geng, Jessica Hecht, Tina Johnson, Michelle Krusiec, Pamela Payton-Wright, Lu Yu, Jin Wang, Brian Yang and others
A Chinese-American lesbian and her traditionalist mother are reluctant to go public with secret loves that clash against cultural expectations.
Written by 5fingerdis63.43K
Saving Face (2004) (Size: 728.53 MB)
American independent movie about a Chinese-American lesbian doctor. Her single mother becomes pregnant and moves in with her, while at the same time she falls in love with a dancer. Movie focuses on the clash between Chinese and American culture and the differences in viewpoints between the younger generations and their parents/grandparents that immigrated to the US. Especially highlights the issues of single motherbood and homosexuality.
Ripped from the retail DVD, encoded to xvid+mp3, English softsubs included. Movie is about 70-80% in English with lots of random Mandarin sprinkled throughout.
Related Torrents
Sharing Widget
To share this torrent use the code below and insert it into comments, status messages, forum posts or your signature.Torrent: Saving Face (2004)
All Comments
suresies74 • 20 Sep 2015, 16:20
Show comment
audio: 10video: 8
Such a good movie!
Video quality could be better but audio is on point.
Denn09943 • 21 Aug 2015, 02:50
Show comment
audio: 9video: 9
Thank you for keeping this torrent alive, great movie, good quality!
anakpanti28 • 23 Sep 2014, 15:15
Show comment
Funny movie! Totally funny.
I rarely enjoy a gay movie like this. :)
anakpanti28 • 23 Sep 2014, 15:15
Show comment
audio: 10video: 9
Funny movie! Totally funny.
I rarely enjoy a gay movie like this. :)
Nyko-3227 • 25 Jun 2014, 14:17 Show comment
audio: 10video: 10
Wow. This was incredibly good. Great English subs! Recommend this torrent and this movie. A def watch.
Mariagatan240 • 14 Nov 2013, 19:19
Show comment
Very good quality rip with eng subs too. Thanks !
User Opinions


text:
- Home
- News
- Sports
- Opinion
- Obituaries
- Features
- Special Sections
- Classifieds
- Public Notices
Forgot Password? | Not a User? Sign up
When you work in government or for government, there's a good chance the spotlight eventually will land on you.
The people we elect and the people they hire ultimately respond to the whims of voters and taxpayers. It's difficult to have multiple "bosses," even when most of the time they don't pay much attention.
If you currently subscribe or have subscribed in the past to the The News Enterprise, then simply find your account number on your mailing label and enter it below.
Click the question mark below to see where your account ID appears on your mailing label.
If you are new to the award winning The News Enterprise and wish to get a subscription or simply gain access to our online content then please enter your ZIP code below and continue to setup your account.
|ZIP Code: