Dynamic quality of service management in multiplayer gaming

Embodiments of the present invention provide a method, system and computer program product for dynamic quality of service (QoS) management for multi-player gaming. In an embodiment of the invention, a method for dynamic QoS management for multi-player gaming is provided. The method includes monitoring a multi-player game and detecting a game moment for a game player in the multi-player game. The method also includes determining a degree of sensitivity for the game moment and enhancing access to a computing resource of the game player in response to determining the game moment to be highly sensitive. In one aspect of the embodiment, the method additionally includes detecting a subsequent game moment for the game player in the multi-player game, determining a degree of sensitivity for the subsequent game moment, and reducing access to the computing resource of the game player in response to determining the game moment to be less sensitive.

BACKGROUND OF THE INVENTION

Field of the Invention

The present invention relates to multiplayer gaming and more particularly to resource consumption in multiplayer gaming.

Description of the Related Art

A multiplayer video game is one which multiple players can concurrently play a game within the same gaming environment. While single player games which have dominated computer gaming pit a single player against one or more automated opponents engaging in pre-programmatic behavior, multiplayer games pit different individuals against one another, each being limited to dynamic, on the fly behavior limited by the power of human thinking. Multi-player games also often provide a game environment in which different players engage in allied competition against other players whether human or computer automated. In the latter instance, cooperative multiplayer gaming environments reflect a 21st century version of the role playing board games of the 20th century.

Technologically, multiplayer gaming environments can be supported within a single gaming console, or in a distributed fashion over a computer communications network. In fact, some relatively recent multiplayer gaming environments are supported by geographically remote players communicatively connected to one another over the Internet through gaming consoles, personal computers, smart phone, personal digital assistants, or any combination thereof. However, in all instances, the virtual world in which the multiple players interact must remain consistent for all players.

In massively multi-player games, network communications bandwidth can be of real concern—particularly as a game scales in participation to thousands of simultaneous players per server. Yet, at any given time, not all players in a massively multi-player game participate in a game activity that requires the same rate of data transmission over the Internet due to varying sensitivity of a game moment experienced by each of their respective characters. Rather, players engaged in a highly sensitive game moment of a massively multi-player game may require increased resource consumption such as higher network bandwidth, whilst players engaged in a low sensitivity game moment may require only a minimum of resource consumption.

In this regard, highly sensitive game moments of a massively multi-player game include when an “enemy” or “opposing player” becomes virtually proximate in virtual portion of a virtual world requiring an action on behalf of the player. Another highly sensitive game moment can include when different players coordinate with one another in a group activity such as a “a group raid” which involves excellent timing and coordination. As yet another example of a highly sensitive game moment, a character of a player may enter a virtual portion of a virtual world rife with traps or active elements able to endanger the character. In contrast, a low sensitivity moment may include a character merely casually moving about in a virtual portion of a virtual world lacking a density of traps or active elements.

BRIEF SUMMARY OF THE INVENTION

Embodiments of the present invention address deficiencies of the art in respect to multi-player gaming and provide a novel and non-obvious method, system and computer program product for dynamic quality of service (QoS) management for multi-player gaming. In an embodiment of the invention, a method for dynamic QoS management for multi-player gaming is provided. The method includes monitoring a multi-player game and detecting a game moment for a game player in the multi-player game. The method also includes determining a degree of sensitivity for the game moment and enhancing access to a computing resource of the game player in response to determining the game moment to be highly sensitive. In one aspect of the embodiment, the method additionally includes detecting a subsequent game moment for the game player in the multi-player game, determining a degree of sensitivity for the subsequent game moment, and reducing access to the computing resource of the game player in response to determining the game moment to be less sensitive.

In another embodiment of the invention, a multi-player gaming system is configured for dynamic QoS management. The system includes a host computing system that includes at least one computer with memory and at least one processor and a game server executing in the memory of the host computing system and sustaining a multi-player game in which different players play from different computers over a computer communications network. The system also includes a QoS management module executing in memory of a computer and monitoring the multi-player game. The module includes computer program code enabled during execution in the memory of the computer to detect a game moment for a game player in the multi-player game, to determine a degree of sensitivity for the game moment, and to enhance access to a computing resource of the game player in response to determining the game moment to be highly sensitive. In this regard, in one aspect of the embodiment, the game moment is determined to be highly sensitive when the game player is poised to engage in a coordinated attack. In another aspect of the embodiment, the game moment is determined to be highly sensitive when the game player is in proximity of an enemy.

DETAILED DESCRIPTION OF THE INVENTION

Embodiments of the invention provide for dynamic QoS management for multi-player gaming. In accordance with an embodiment of the invention, a multi-player game can be established in memory of a host computing system communicatively coupling together different players corresponding to respectively different characters in the multi-player game. One or more different highly sensitive game moments can be defined for the multi-player game. Thereafter, as a character approaches a highly sensitive game moment in the multi-player game, access to a computing resource to support the activities of the character can be enhanced. For example, additional memory can be allocated for use in supporting the activities of the character, increased processor usage can be allocated for use in supporting the activities of the character, or increased network bandwidth can be allocated for use in supporting the activities of the character. Conversely, when a character is not determined to be in or approaching a highly sensitive game moment, access to computing resources can be reduced. In this way, the QoS in the multi-player game for different players can vary according to the activities of the corresponding characters in the multi-player game.

In further illustration,FIG. 1is a pictorial illustration of a process for dynamic QoS management for multi-player gaming. As shown inFIG. 1, different game players110through respective computers170and communications links160a multi-player game hosted by a game server120. The participation of each game player110in the multi-player game can be regulated according to a corresponding game map130which provides a visualization to the corresponding game player110of the location and movement of the game player110in the multi-player game. Of note, the ability of game players110to individually perform optimally in the multi-player game can depend upon access to computing resources provided to the game players110at any given time, including access to bandwidth in the communications links160, access to memory and processor resources in either the computers170or the game server120, and the responsiveness of the game server120to the requests of the game players110.

Dynamic QoS management logic150can manage the access to computing resources provided to the game players110. In this regard, the QoS management logic150can refer to the movements of the game players110in the multi-player game and can compare different moments for each of the different game players110in the multi-player game to entries in a table of game sensitive moments140. The table of game sensitive moments140can include an aggregation of pre-determined game moments of high sensitivity. To the extent that a particular game player110is determined to contemporaneously experience a game moment of high sensitivity, the dynamic QoS management logic150can provide enhanced access to computing resources for the game player110, such as enhanced bandwidth, increased memory or processing cycles, or priorities responsiveness in the game server120to requests from the game player110. Conversely, the extent that a particular game player110is determined not to contemporaneously experience a game moment of high sensitivity, the dynamic QoS management logic150can provide reduced access to computing resources for the game player110.

The process described in connection withFIG. 1can be implemented in a multi-player data processing system. In yet further illustration,FIG. 2schematically shows a multi-player gaming data processing system configured for dynamic QoS management. The system can include a host computing system250that includes one or more computers each with memory and at least one processor. The host computing system250can support the operation of a game server270configured to generate and manage a multi-player game260in which different game players interact collaboratively or adversely as the case may be. In this regard, different client computers210can be communicatively coupled to the game sever270over computer communications network220, each hosting an operating system230supporting the execution of a game client240through which a respective one of the game players interacts with others of the game players in the multi-player game260.

Importantly, a QoS management module300can be coupled to either or both of the game server270and one or more of the game clients240. The QoS management module300can include program code that when executed in memory of a computer can be enabled to monitor game moments for respectively different game players in the multi-player game260to determine whether or not the game moments are of high sensitivity. Upon determining a given game moment for a game player is highly sensitive, the program code of the QoS management module300can be enabled to apply one or more rules270to enhance access to computing resources for the game player—for example, by enhancing network bandwidth available to the game player, by prioritizing data transmitted to and from the game player, by increasing memory available to the game player either within a corresponding one of the client computers210or in the host computing system270, by increasing central processor unit (CPU) cycles available to the game player either within a corresponding one of the client computers210or in the host computing system270, or by prioritizing request handling in the game server270for requests from the game player.

In even yet further illustration of the operation of the QoS management module300,FIG. 3is a flow chart illustrating a process for dynamic QoS management for multi-player gaming. Beginning in block310, a programmatic link can be established with a game hosted by the game server on behalf of one or more game players. In block320, one or more game moment rules can be loaded into memory each indicating a resource modification that is to result in consequence of a detected game moment of a particular sensitivity. Optionally, the rules additionally can provide a manner in which to determine a degree of sensitivity for a game moment. For instance, a table can be consulted mapping game moments to a particular degree of sensitivity. As another example, a table can be consulted mapping a game moment to a specific modification of a specific resource for the benefit of the game players implicated by the game moment.

In block330, the events of the game can be monitored to detect a game moment. In decision block340, if a game moment is detected, in block350one or more of the rules can be applied to the moment. In particular, the rules can specify whether or not the detected game moment warrants an adjustment to one or more resources for the implicated game players. Alternatively, the rules can first rate the game moment to specify a degree of sensitivity and then, if the degree of sensitivity warrants, the rules can specify an adjustment to one or more resources for the implicated game players. In decision block360, if the application of the rules provide that an adjustment to one or more resources for the implicated game players is warranted, in block370those resources can be adjusted. Thereafter, the process can return to block330.