WO2008063812A1 - Light-weight network-driven mobile entertainment system for games and puzzles - Google Patents

Light-weight network-driven mobile entertainment system for games and puzzles Download PDF

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Publication number
WO2008063812A1
WO2008063812A1 PCT/US2007/082440 US2007082440W WO2008063812A1 WO 2008063812 A1 WO2008063812 A1 WO 2008063812A1 US 2007082440 W US2007082440 W US 2007082440W WO 2008063812 A1 WO2008063812 A1 WO 2008063812A1
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WO
WIPO (PCT)
Prior art keywords
instructions
client device
entertainment
recited
network
Prior art date
Application number
PCT/US2007/082440
Other languages
French (fr)
Inventor
Niraj Nanavaty
Original Assignee
Motorola, Inc.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Motorola, Inc. filed Critical Motorola, Inc.
Publication of WO2008063812A1 publication Critical patent/WO2008063812A1/en

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Classifications

    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/209Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform characterized by low level software layer, relating to hardware management, e.g. Operating System, Application Programming Interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/552Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device

Definitions

  • This invention relates in general to entertainment applications in mobile devices, and more specifically, to a network-driven method for implementing an entertainment application.
  • a conventional method for solving the problem of large software sizes of stand-alone entertainment applications includes playing on-line puzzles and games on the Internet.
  • Some websites offer puzzles and games, which users can play on-line by using their mobile devices.
  • this method requires a mobile device to have CML03503NET the capability to access the Internet for playing the games and puzzles.
  • the mobile device needs to have high-speed data connections, for example, GPRS/UMTS (3GPP), CDMA, Wi-Fi, Wi-Max or any such high speed data connections for accessing the Internet for playing the games and puzzles.
  • Some websites provide users with the option of downloading software for an entertainment application.
  • a user can download the software that supports only a certain number of puzzles to a mobile device. The user can then install and use the software for the entertainment application on the mobile device.
  • the software might be processing intensive for a mobile device which typically has limited processing capabilities. Further, only a limited number of unique games and puzzles are supported by the software.
  • FIG. 1 illustrates an exemplary network, in accordance with some embodiments of the present invention
  • FIG. 2 is a flow diagram illustrating a network-driven method for implementing an entertainment application on a client device in a network, in accordance with an embodiment of the present invention
  • FIG. 3 illustrates a block diagram of a client device, in accordance with some embodiments of the present invention.
  • FIG. 4 is a flow diagram illustrating a network-driven method for implementing an entertainment application, in accordance with another embodiment of the present invention.
  • FIG. 5 illustrates a block diagram of a network device, in accordance with some embodiments of the present invention.
  • FIG. 6 illustrates an exemplary puzzle grid, in accordance with some embodiments of the present invention.
  • a network-driven method for implementing an entertainment application on a client device in a network includes receiving a set of instructions from the network.
  • the set of instructions is a non-empty set and represents a state of the entertainment application.
  • the method includes identifying a predefined class of entertainment applications based on the set of instructions.
  • the method includes generating a User Interface CML03503NET (UI) for the entertainment application based on one or more of the set of instructions and the predefined class of entertainment applications.
  • UI User Interface CML03503NET
  • a network-driven method for implementing an entertainment application on a network device is provided.
  • the network device can be an application server.
  • the method includes selecting a set of instructions from a database.
  • Each of the set of instructions is a non-empty set and represents a state of the entertainment application and can be used to generate a User Interface (UI) for the entertainment application.
  • UI User Interface
  • the method includes transmitting the set of instructions from a network device to a client device.
  • a client device for another embodiment, includes an instruction receiver for receiving a set of instructions from a network.
  • the set of instructions is a non-empty set and represents a state of an entertainment application.
  • the client device includes an application handler for identifying a predefined class of entertainment applications based on the set of instructions.
  • the application handler includes one or more user interface modules for generating a UI for the entertainment application based on one or more of the set of instructions and the predefined class of entertainment applications.
  • a network device includes a database for storing instructions.
  • the instructions represent an entertainment application.
  • the network device includes a selection module for selecting a set of instructions corresponding to a state of the entertainment application from the database.
  • the set of instructions is a non-empty set.
  • CML03503NET Furthermore, the network device includes an instruction transmitter for transmitting the set of instructions to a client device.
  • the present invention utilizes a combination of method steps and apparatus components related to the light-weight network-driven mobile entertainment system for games and puzzles. Accordingly, the apparatus components and method steps have been represented where appropriate by conventional symbols in the drawings, showing only those specific details that are pertinent for an understanding of the present invention so as not to obscure the disclosure with details that will be readily apparent to those with ordinary skill in the art having the benefit of the description herein.
  • the terms 'comprises,' 'comprising,' 'includes,' 'including,' or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, article, system or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such a process, article, or apparatus.
  • An element proceeded by 'comprises ... a' does not, without more constraints, preclude the existence of additional identical elements in the process, article, system, or apparatus that comprises the element.
  • the terms 'includes' and/or 'having', as used herein, are defined as comprising.
  • FIG. 1 illustrates an exemplary network 100, in accordance with some embodiments of the present invention.
  • the network 100 include, but are not limited to, IEEE 802.16-based broadband wireless access networks, Advanced Mobile Phone Systems (AMPS) networks, Global System for Mobile Communications (GSM) networks, Digital Cellular Systems (DCS) networks, Code Division Multiple Access (CDMA) networks, Integrated Digital Enhanced Network (iDEN) and Universal Mobile Telecommunication Systems (UMTS) networks.
  • AMPS Advanced Mobile Phone Systems
  • GSM Global System for Mobile Communications
  • DCS Digital Cellular Systems
  • CDMA Code Division Multiple Access
  • iDEN Integrated Digital Enhanced Network
  • UMTS Universal Mobile Telecommunication Systems
  • the network 100 includes a client device 102, a client device 104 and a client device 106. Further, the network 100 includes a network device 108. Examples of the client devices 102, 104 and 106 include, but are not limited to, cellular phones, laptops, Personal Digital Assistants (PDAs), entertainment devices and messaging devices. Examples of the network device 108 include, but are not limited to, an application server and a Base Transceiver Station (BTS).
  • BTS Base Transceiver Station
  • the client device 102, the client device 104 and the client device 106 can interact with the network device 108. For one embodiment, at least one of the client device 102, the client device 104 and the client device 106 can make a request to the network device 108 for an entertainment application, for example, a crossword puzzle.
  • the entertainment application can be represented by a set of instructions.
  • the set of instructions can identify cells in a crossword grid that remain blank, the numbering for the words to be filled in and the clues for each word.
  • at least one of the client device 102, the client device 104 and the client device 106 can make a request to the network device 108 for an application that is of a type other than entertainment, for example, a daily greeting card service that uses a standard format that is varied by a set of instructions, or a Daily Panchang (commonplace in CML03503NET India - similar to a horoscope), wherein astrological data can be downloaded in a client device each day.
  • the network device 108 can send the set of instructions to a client device, for example, the client device 102.
  • the set of instructions can be used for implementing the entertainment application on the client device 102. It would be apparent to those skilled in the art that the set of instructions can be used for implementing the entertainment application on any client device in the network 100. However, for the sake for clarity, the present invention will be explained in conjunction with the client device 102 in the following description.
  • FIG. 2 is a flow diagram illustrating a network-driven method 200 for implementing an entertainment application on the client device 102 in the network 100, in accordance with an embodiment of the present invention.
  • the method 200 is initiated.
  • a set of instructions is received by the client device 102.
  • the set of instructions include an identifier for identifying a predefined class of entertainment applications. Examples of the predefined class of entertainment applications include, but are not limited to, sudoku, crossword, hangman and spelling puzzles.
  • the set of instructions include specific information related to the predefined class of entertainment application.
  • the set of instructions represent a state of the predefined class of the entertainment applications.
  • a state of an entertainment application identifies one of the representations of an interface for playing the entertainment application.
  • one of the states of a crossword puzzle can include grid specification for the crossword puzzle and clues for identifying the words in the crossword puzzle.
  • the set of instructions for sudoku could be as follows: CML03503NET ⁇ Puzzle> Sudoku
  • the first statement is the identifier and identifies the predefined class of entertainment application, which is "Sudoku".
  • Sudoku is a number puzzle in which a grid is partially pre-populated with numbers at specific locations.
  • the numbers used to pre-populate the grid depends on the grid size of the sudoku grid. For example, numbers between one and nine are used to pre-populate the grid for a grid size of nine -by-nine. Similarly, numbers between one and seven are used to pre- populate the grid for a grid size of seven-by-seven. A player is expected to fill the vacant locations in the grid with numbers that satisfy certain predefined conditions. Further, the remaining statements in the above mentioned set of instructions constitute the specific information related to sudoku and represent a state of the sudoku.
  • the second statement contains information about the grid size of the sudoku.
  • a grid size of nine-by-nine represents a grid with nine rows and nine columns.
  • the third and fourth statements represent information regarding the numbers present in the grid.
  • the third statement specifies that the number ' 1 ' is to be placed in the location identified by the first column and the first row of the grid.
  • the fourth statement specifies that the number '2' is to be placed in the location identified by the second column and the fourth row of the grid.
  • the fifth statement represents the termination of the set of instructions.
  • the set of instructions can also specify whether a CML03503NET specific number should be made visible to a user or not.
  • the set of instructions can be a set of extensible Markup Language (XML) statements representing a state of the predefined class of the entertainment application.
  • the set of instructions can be represented in binary format.
  • the set of instructions is sent by the network 100.
  • the network 100 can send the set of instructions either in an asynchronous manner or in a synchronous manner.
  • the set of instructions can be sent to the client device 102 periodically, after every predefined time interval, say at a particular time everyday.
  • a user of the client device 102 can subscribe to a gaming service wherein the user wishes to receive a game or puzzle every morning at 8:00 AM.
  • the set of instructions can be transmitted to a group of all the client devices, which have opted for the service in the network 100, at the same time.
  • the network 100 sends the set of instructions to the client device 102 on receiving a request from, for example, the client device 102 for an entertainment application identified by the set of instructions.
  • the client device 102 stores the set of instructions such that the set of instructions are not accessible to a user operating the client device 102.
  • the set of instructions can be processed.
  • the set of instructions can be processed immediately after storing the set of instructions in the client device 102.
  • the set of instructions can be processed to identify the entertainment application associated with the set of instructions and to generate a user interface (UI) corresponding to the identified CML03503NET entertainment application.
  • UI user interface
  • the predefined class of entertainment applications is identified from the set of instructions. The identification of the predefined class of entertainment applications can be done based on the identifier in the set of instructions.
  • a UI for the predefined class of entertainment application is generated, based on specific information in the set of instructions.
  • the UI could be a Graphical User Interface (GUI).
  • GUI Graphical User Interface
  • the set of instructions can be processed based on an input from a user operating the client device 102.
  • the generation of the UI is initiated when the user operating the client device 102 intends to play an entertainment application. For example, after the client device 102 has received the set of instructions from the network 100, in asynchronous manner, at a particular time in a day, the set of instructions are stored at the client device 102. Thereafter, the generation of the UI for the puzzle is initiated by the user when the user is willing to play the puzzle.
  • the user can request for support information.
  • the support information can include the final solution to the puzzle, help information, result of a game played by a user, and information to correct or guide the user.
  • the support information can include reward points for a game played by the user. The reward points are sent to the client device 102 based on the performance of the user in a game.
  • the support information can either be stored in the network device 108 or it can be included in the set of instructions.
  • the user can transmit a modified set of instructions to the network 100 after playing the puzzle.
  • the modified set of instructions represents a CML03503NET new state of the entertainment application.
  • the new state of the entertainment application can represent, for example, a state of the puzzle, after the user has played the puzzle.
  • the user can transmit a modified set of instructions to the network 100 before playing a puzzle.
  • the new state of the entertainment application can represent, for example, a state of a puzzle, previously played by the user.
  • the set of instructions can include the solution for the entertainment application.
  • the set of instructions for a Soduko puzzle can include information about the numbers placed at different locations in the grid, which are visible to the user, and the solution to the sudoku puzzle.
  • the client device 102 may be able to provide the user with the final solution set for the entertainment application, based on the set of instructions.
  • the set of instructions can include information about all the numbers in the solution set to the puzzle.
  • the set of instructions can also include information about which numbers of the solution set should be initially visible to a user.
  • the client device 102 may be able to correct or guide the user while playing the puzzle.
  • the method 200 is terminated.
  • FIG. 3 illustrates a block diagram of the client device 102, in accordance with some embodiments of the present invention.
  • the client device 102 include, but are not limited to, a cellular phone, a laptop, a Personal Digital Assistant (PDA) and a messaging device.
  • the client device 102 includes an instruction receiver 302, a memory module 304 and an application handler 306.
  • the application handler 306 includes one or more user interface modules.
  • the CML03503NET application handler 306 includes a first user interface module 308 and a second user interface module 310.
  • the instruction receiver 302 receives the set of instructions from the network 100.
  • the set of instructions include an identifier for identifying a predefined class of entertainment applications.
  • the predefined class of entertainment applications include, but are not limited to, sudoku, crossword, hangman and spelling puzzles.
  • the set of instructions include specific information related to the predefined class of entertainment application.
  • the set of instructions represent a state of the predefined class of the entertainment applications.
  • a state of an entertainment application identifies one of the representations of an interface for playing the entertainment application.
  • the set of instructions can be in the form of a Java-based byte code.
  • the user interface can be a Java application running on the client device 102.
  • one of the states of, for example, a crossword puzzle can include grid specification for the crossword puzzle and clues for identifying the words in the crossword puzzle.
  • the set of instructions for a crossword puzzle could be as follows:
  • the first statement is the identifier and identifies the predefined class of entertainment application, which is "Crossword".
  • Crossword is a puzzle in which a grid may be partially pre-populated with alphabets at specific locations. Also, clues are provided to help a user in filling up the rest of the locations in the grid. Further, the remaining statements in the above mentioned example constitute the specific information related to the crossword and represent a state of the crossword.
  • the second statement contains information about the grid size of the crossword. A grid size of three-by-three represents a grid with three rows and three columns.
  • the third statement includes information regarding the blank locations in the grid. The location identified by the second column and the second row is blank in the grid. Statements after the third statement include the clues, which are provided to help the user in filling up the rest of the locations in the grid.
  • the set of instructions are stored in the memory module 304.
  • the set of instructions can be processed immediately after storing the set of instructions in the memory module 304.
  • a user operating the client device 102 initiates the processing of the set of instructions.
  • the set of instructions can be processed by the application handler 306 to identify the entertainment application associated with the set of instructions.
  • the predefined class CML03503NET of entertainment applications is identified based on the identifier. Further, after identification of the predefined class of entertainment applications, the application handler 306 directs the set of instructions to a user interface module, capable of processing the identified set of instructions.
  • the first user interface module 308 can be capable of processing set of instructions related to sudoku and the second user interface module 310 can be capable of processing set of instructions related to crossword puzzle. Therefore, the application handler 306 would direct the set of instructions for crossword to the second user interface module 310.
  • the second user interface module 310 generates the UI based on the set of instructions. Generating the UI can include, for example, pre-populating a GUI for the predefined class of entertainment applications. For one embodiment, the generation of the UI can be done immediately after storing the set of instructions in the client device 102. For another embodiment, generation of the UI is initiated based on an input from a user operating the client device 102.
  • the set of instructions can be stored in the memory module 304.
  • the predefined class of entertainment applications can be identified based on the set of instructions by the application handler 306.
  • generation of the UI by, for example, the second user interface module 310 can be initiated by the user at the time when the user is willing to play the crossword puzzle.
  • FIG. 4 is a flow diagram illustrating a network-driven method 400 for implementing an entertainment application, in accordance with another embodiment of the present invention.
  • the method 400 is initiated.
  • the client device 102 can send a request to the network device 108 for an entertainment application.
  • the entertainment application can be represented by a set of instructions.
  • the set of instructions is a non-empty set.
  • the set of instructions corresponding to the entertainment application requested by the client device 102 is selected from a database.
  • the database includes at least one set of instructions for at least one predefined class of entertainment applications.
  • the database can include sudoku puzzles, crossword puzzles, hangman, and/or spelling puzzles.
  • the database can include support information.
  • the support information can include the final solution to the puzzle, help information, result of a game played by a user, and information to correct or guide the user.
  • the support information can further include reward points for a game played by the user. The reward points are based on the performance of the user in the game.
  • the selection of the set of instructions is initiated once a request for an entertainment application is received from the client device 102.
  • the client device 102 can send request only once to periodically receive various entertainment applications.
  • the selection of the set of instructions is performed on a periodic basis, without the user having to send a request for an entertainment application every time.
  • the set of instructions include an identifier for identifying a predefined class of entertainment applications.
  • the predefined class of an entertainment application can be, for example, sudoku puzzle.
  • the set of instructions include specific information related to the predefined class of entertainment application.
  • the set of instructions represent a state of the predefined class of the entertainment applications.
  • the state that is represented by the set of instructions is one initial setup of an entertainment application that is one setup of a set of initial setups, wherein the CML03503NET set of initial setups is typically quite large, such as for Sudoko, and unlike a game like chess or checkers, which traditionally only have one setup state (or perhaps two if interchanging black and white is considered).
  • a state of an entertainment application identifies one of the representations of an interface for playing the entertainment application.
  • the set of instructions selected from the database is transmitted to the client device 102.
  • the set of instructions can be transmitted using one of a point-to-point connection, a broadcast connection and a multicast connection.
  • the connection used for transmission depends upon the manner in which the set of instructions are sent by the network device 108.
  • the set of instructions can be sent by the network device 108 either in an asynchronous manner or a synchronous manner.
  • the set of instructions can be sent to the client device 102 periodically, after every predefined time interval, say at a particular time everyday.
  • the set of instructions can be transmitted to a group of all the client devices, which have opted for the service in the network 100, at the same time. Therefore, a broadcast connection or a multicast connection is used for transmission in asynchronous manner of the set of instructions. Further, this broadcast/multicast connection could be based on Broadcast/Multicast Service or Cell Broadcasting Service to efficiently utilize network resources.
  • FIG. 5 illustrates a block diagram of a network device 108, in accordance with some embodiments of the present invention.
  • the network device 108 include, but are not limited to, an application server and a Base Transceiver Station (BTS).
  • the network device 108 includes a database 502, a request receiver 504, a selection module 506, an instruction transmitter 508, and an information transmitter 510.
  • the database 502 includes at least one set of instructions for at least one predefined class of entertainment applications.
  • a predefined class of entertainment application specifies the type of entertainment application and can include, for example, a sudoku, crossword, or a spelling puzzle.
  • the set of instructions include an identifier for identifying the predefined class of entertainment applications and specific information related to the predefined class of entertainment application.
  • the database 502 can include support information.
  • the support information can include the final solution to the puzzle, help information, result of a game played by a user and information to correct or guide the user.
  • the support information can further include reward points for a game played by the user. The reward points are based on the performance of a user in the game.
  • a client device for example, the client device 102 can send a request for an entertainment application to the network device 108.
  • the entertainment application can be represented by a set of instructions stored at the database 502.
  • the request for the entertainment application is received by the request receiver 504.
  • the selection module 506 selects a set of instructions corresponding to a predefined class of entertainment applications from the database 502. The selection is based on the entertainment application requested by client device 102.
  • the instruction transmitter 508 transmits the set of instructions CML03503NET selected from the database 502 to the client device 102.
  • the set of instructions can be transmitted by using one of a point-to-point, a broadcast, or a multicast connection, depending on the manner in which the set of instructions are sent by the network device 108.
  • the set of instructions can be sent by the network device 108 either in an asynchronous manner or a synchronous manner.
  • the set of instructions can be sent to the client device 102 periodically, after every predefined time interval, say at a particular time everyday.
  • the set of instructions can be transmitted to a group of all the client devices, which have opted for the service in the network 100, at the same time. Therefore, a broadcast connection or the multicast connection is used for transmission of the set of instructions in an asynchronous manner.
  • the network device 108 sends the set of instructions to the client device 102 on receiving a request from the client device 102 for an entertainment application identified by the set of instructions. Therefore, a point-to-point connection can be used for transmission of the set of instructions in a synchronous manner.
  • the user can request for support information.
  • the support information can include the final solution to the puzzle, help information, result of a game played by a user, and information to correct or guide the user.
  • the support information further can include reward points for a game played by the user. The reward points are sent to the client device 102 based on the performance of the user in a game.
  • the support information is transmitted by the information transmitter 510.
  • the support information can be CML03503NET transmitted to a client device by using one of a point-to-point, a broadcast, or a multicast connection.
  • FIG.6 illustrates an exemplary puzzle grid 602, in accordance with some embodiments of the present invention.
  • the exemplary puzzle grid 602 is generated based on a set of instructions.
  • the set of instructions include an identifier for identifying a predefined class of entertainment applications.
  • the predefined class of an entertainment application can be, for example, a sudoku puzzle.
  • the set of instructions include specific information related to the predefined class of entertainment application.
  • the set of instructions represent a state of the predefined class of the entertainment applications.
  • a state of an entertainment application identifies one of the representations of an interface for playing the entertainment application.
  • the exemplary puzzle grid 602 can be generated by the following set of instructions.
  • the first statement is the identifier and identifies the predefined class of entertainment application, which is "Sudoku".
  • Sudoku is a number puzzle in which a grid is partially pre-populated with numbers at specific locations.
  • the numbers used for pre-populating the grid depends upon the grid size of CML03503NET the sudoku grid. For example, numbers between one and nine are used to pre- populate the grid for a grid size of nine-by-nine. Similarly, numbers between one and seven are used to pre-populate the grid for a grid size of seven-by-seven. A player is expected to fill the vacant locations in the grid with numbers which satisfy certain predefined conditions.
  • the second statement contains information about the grid size of the sudoku.
  • a grid size of nine-by-nine represents a grid having nine rows and nine columns.
  • the third and fourth statements represent information regarding the numbers present in the grid.
  • the third statement specifies that the number ' 1 ' is to be placed in the location identified by first column and first row of the grid.
  • the fourth statement specifies that the number '2' is to be placed in the location identified by second column and fourth row of the grid.
  • the fifth statement represents the termination of set of instructions.
  • the set of instructions can include any number of instructions.
  • the set of instructions can be a set of extensible Markup Language (XML) statements representing a state of the predefined class of the entertainment application.
  • the set of instructions can be represented in binary format.
  • the present invention provides a light-weight network- driven mobile entertainment system for games and puzzles.
  • the present invention provides a light-weight UI based entertainment system.
  • the present invention offers a large variety of new games and puzzles to a user operating a client device and allows the user to play unique games and puzzles.
  • the games and puzzles are CML03503NET sent to the client device by using one of a point-to-point connection, a broadcast connection or a multicast connection.
  • the present invention solves the problem of a user downloading the games and puzzles, as in accordance with the present invention, the user receives the entertainment applications in the form of a set of instructions from a network. Further, the present invention also eliminates the need of high speed data connections for playing games and puzzles online as the set of instructions are transmitted to the client device.

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Abstract

A network-driven method (200) for implementing an entertainment application on a client device (102) in a network (100) is disclosed. The method includes receiving (204) a set of instructions from the network. The set of instructions is a non-empty set and represents a state of the entertainment application. Further, the method includes identifying (206) a predefined class of entertainment applications based on the set of instructions. Furthermore, the method includes generating (208) a User Interface (UI) for the entertainment application based on one or more of the set of instructions and the predefined class of entertainment applications.

Description

CML03503NET
LIGHT-WEIGHT NETWORK-DRIVEN MOBILE ENTERTAINMENT SYSTEM FOR GAMES AND PUZZLES
FIELD OF THE INVENTION
[0001] This invention relates in general to entertainment applications in mobile devices, and more specifically, to a network-driven method for implementing an entertainment application.
BACKGROUND
[0002] Entertainment applications including games and puzzles are a common feature in almost every contemporary mobile device. With an increase in the number of gaming applications, users have many options to choose from. However, most of these entertainment applications are processing-intensive and have a large software size. Further, due to the restricted processing capabilities of a mobile device, it is difficult to run complex entertainment applications on them. Most of these applications are based on technologies like Java or other such technologies. Moreover, the complexity of implementing these applications increases since most of these applications are typically stand-alone entertainment applications running on a mobile device. Furthermore, most of these stand-alone entertainment applications offer only a limited number of unique games and puzzles.
[0003] A conventional method for solving the problem of large software sizes of stand-alone entertainment applications includes playing on-line puzzles and games on the Internet. Some websites offer puzzles and games, which users can play on-line by using their mobile devices. However, this method requires a mobile device to have CML03503NET the capability to access the Internet for playing the games and puzzles. Further, the mobile device needs to have high-speed data connections, for example, GPRS/UMTS (3GPP), CDMA, Wi-Fi, Wi-Max or any such high speed data connections for accessing the Internet for playing the games and puzzles.
[0004] Some websites provide users with the option of downloading software for an entertainment application. A user can download the software that supports only a certain number of puzzles to a mobile device. The user can then install and use the software for the entertainment application on the mobile device. However, the software might be processing intensive for a mobile device which typically has limited processing capabilities. Further, only a limited number of unique games and puzzles are supported by the software.
[0005] In light of the above, there is a need for a light-weight network-driven mobile entertainment system for games and puzzles. Further, the system should eliminate the need of high speed data connections for downloading or playing games and puzzles on-line. Furthermore, the system should not be processing intensive for a mobile device.
BRIEF DESCRIPTION OF THE DRAWINGS
[0006] The accompanying figures where like reference numerals refer to identical or functionally similar elements throughout the separate views and which together with the detailed description below are incorporated in and form part of the specification, serve to further illustrate various embodiments and to explain various principles and advantages all in accordance with the present invention. CML03503NET [0007] FIG. 1 illustrates an exemplary network, in accordance with some embodiments of the present invention;
[0008] FIG. 2 is a flow diagram illustrating a network-driven method for implementing an entertainment application on a client device in a network, in accordance with an embodiment of the present invention;
[0009] FIG. 3 illustrates a block diagram of a client device, in accordance with some embodiments of the present invention;
[0010] FIG. 4 is a flow diagram illustrating a network-driven method for implementing an entertainment application, in accordance with another embodiment of the present invention;
[0011] FIG. 5 illustrates a block diagram of a network device, in accordance with some embodiments of the present invention; and
[0012] FIG. 6 illustrates an exemplary puzzle grid, in accordance with some embodiments of the present invention.
DETAILED DESCRIPTION
[0013] For one embodiment, a network-driven method for implementing an entertainment application on a client device in a network is provided. The method includes receiving a set of instructions from the network. The set of instructions is a non-empty set and represents a state of the entertainment application. Further, the method includes identifying a predefined class of entertainment applications based on the set of instructions. Furthermore, the method includes generating a User Interface CML03503NET (UI) for the entertainment application based on one or more of the set of instructions and the predefined class of entertainment applications.
[0014] For another embodiment, a network-driven method for implementing an entertainment application on a network device is provided. For one embodiment, the network device can be an application server. The method includes selecting a set of instructions from a database. Each of the set of instructions is a non-empty set and represents a state of the entertainment application and can be used to generate a User Interface (UI) for the entertainment application. Further, the method includes transmitting the set of instructions from a network device to a client device.
[0015] For another embodiment, a client device is provided. The client device includes an instruction receiver for receiving a set of instructions from a network. The set of instructions is a non-empty set and represents a state of an entertainment application. Further, the client device includes an application handler for identifying a predefined class of entertainment applications based on the set of instructions. Furthermore, the application handler includes one or more user interface modules for generating a UI for the entertainment application based on one or more of the set of instructions and the predefined class of entertainment applications.
[0016] For yet another embodiment, a network device is provided. The network device includes a database for storing instructions. The instructions represent an entertainment application. Further, the network device includes a selection module for selecting a set of instructions corresponding to a state of the entertainment application from the database. The set of instructions is a non-empty set. CML03503NET Furthermore, the network device includes an instruction transmitter for transmitting the set of instructions to a client device.
[0017] Before describing in detail the particular light-weight network-driven mobile entertainment system for games and puzzles, in accordance with various embodiments of the present invention, it should be observed that the present invention utilizes a combination of method steps and apparatus components related to the light-weight network-driven mobile entertainment system for games and puzzles. Accordingly, the apparatus components and method steps have been represented where appropriate by conventional symbols in the drawings, showing only those specific details that are pertinent for an understanding of the present invention so as not to obscure the disclosure with details that will be readily apparent to those with ordinary skill in the art having the benefit of the description herein.
[0018] In this document, the terms 'comprises,' 'comprising,' 'includes,' 'including,' or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, article, system or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such a process, article, or apparatus. An element proceeded by 'comprises ... a' does not, without more constraints, preclude the existence of additional identical elements in the process, article, system, or apparatus that comprises the element. The terms 'includes' and/or 'having', as used herein, are defined as comprising.
[0019] The term 'another,' as used in this document, is defined as at least a second or more. The term 'includes' as used herein, is defined as comprising. CML03503NET [0020] FIG. 1 illustrates an exemplary network 100, in accordance with some embodiments of the present invention. Examples of the network 100 include, but are not limited to, IEEE 802.16-based broadband wireless access networks, Advanced Mobile Phone Systems (AMPS) networks, Global System for Mobile Communications (GSM) networks, Digital Cellular Systems (DCS) networks, Code Division Multiple Access (CDMA) networks, Integrated Digital Enhanced Network (iDEN) and Universal Mobile Telecommunication Systems (UMTS) networks. The network 100 includes a client device 102, a client device 104 and a client device 106. Further, the network 100 includes a network device 108. Examples of the client devices 102, 104 and 106 include, but are not limited to, cellular phones, laptops, Personal Digital Assistants (PDAs), entertainment devices and messaging devices. Examples of the network device 108 include, but are not limited to, an application server and a Base Transceiver Station (BTS). The client device 102, the client device 104 and the client device 106 can interact with the network device 108. For one embodiment, at least one of the client device 102, the client device 104 and the client device 106 can make a request to the network device 108 for an entertainment application, for example, a crossword puzzle. The entertainment application can be represented by a set of instructions. For example, for the crossword puzzle, the set of instructions can identify cells in a crossword grid that remain blank, the numbering for the words to be filled in and the clues for each word. For another embodiment, at least one of the client device 102, the client device 104 and the client device 106 can make a request to the network device 108 for an application that is of a type other than entertainment, for example, a daily greeting card service that uses a standard format that is varied by a set of instructions, or a Daily Panchang (commonplace in CML03503NET India - similar to a horoscope), wherein astrological data can be downloaded in a client device each day. Further, the network device 108 can send the set of instructions to a client device, for example, the client device 102. Further, the set of instructions can be used for implementing the entertainment application on the client device 102. It would be apparent to those skilled in the art that the set of instructions can be used for implementing the entertainment application on any client device in the network 100. However, for the sake for clarity, the present invention will be explained in conjunction with the client device 102 in the following description.
[0021] FIG. 2 is a flow diagram illustrating a network-driven method 200 for implementing an entertainment application on the client device 102 in the network 100, in accordance with an embodiment of the present invention. At step 202, the method 200 is initiated. At step 204, a set of instructions is received by the client device 102. The set of instructions include an identifier for identifying a predefined class of entertainment applications. Examples of the predefined class of entertainment applications include, but are not limited to, sudoku, crossword, hangman and spelling puzzles. Further, the set of instructions include specific information related to the predefined class of entertainment application. The set of instructions represent a state of the predefined class of the entertainment applications. A state of an entertainment application identifies one of the representations of an interface for playing the entertainment application. For example, one of the states of a crossword puzzle can include grid specification for the crossword puzzle and clues for identifying the words in the crossword puzzle.
[0022] For one embodiment, the set of instructions for sudoku could be as follows: CML03503NET <Puzzle> Sudoku
<Grid Size> 9X9 </Grid Size>
<Number Column = 1 Row = 1> 1 </ Number>
<Number Column = 2 Row = 4> 2 </Number>
</Puzzle>
In this embodiment, the first statement is the identifier and identifies the predefined class of entertainment application, which is "Sudoku". Sudoku is a number puzzle in which a grid is partially pre-populated with numbers at specific locations. The numbers used to pre-populate the grid depends on the grid size of the sudoku grid. For example, numbers between one and nine are used to pre-populate the grid for a grid size of nine -by-nine. Similarly, numbers between one and seven are used to pre- populate the grid for a grid size of seven-by-seven. A player is expected to fill the vacant locations in the grid with numbers that satisfy certain predefined conditions. Further, the remaining statements in the above mentioned set of instructions constitute the specific information related to sudoku and represent a state of the sudoku. For example, the second statement contains information about the grid size of the sudoku. A grid size of nine-by-nine represents a grid with nine rows and nine columns. The third and fourth statements represent information regarding the numbers present in the grid. The third statement specifies that the number ' 1 ' is to be placed in the location identified by the first column and the first row of the grid. The fourth statement specifies that the number '2' is to be placed in the location identified by the second column and the fourth row of the grid. The fifth statement represents the termination of the set of instructions. Further, the set of instructions can also specify whether a CML03503NET specific number should be made visible to a user or not. For one embodiment, the set of instructions can be a set of extensible Markup Language (XML) statements representing a state of the predefined class of the entertainment application. For another embodiment, the set of instructions can be represented in binary format.
[0023] Further, the set of instructions is sent by the network 100. For one embodiment, the network 100 can send the set of instructions either in an asynchronous manner or in a synchronous manner. In the asynchronous manner, the set of instructions can be sent to the client device 102 periodically, after every predefined time interval, say at a particular time everyday. For example, a user of the client device 102 can subscribe to a gaming service wherein the user wishes to receive a game or puzzle every morning at 8:00 AM. Further, in the asynchronous manner, the set of instructions can be transmitted to a group of all the client devices, which have opted for the service in the network 100, at the same time. In the synchronous manner, the network 100 sends the set of instructions to the client device 102 on receiving a request from, for example, the client device 102 for an entertainment application identified by the set of instructions.
[0024] Further, the client device 102 stores the set of instructions such that the set of instructions are not accessible to a user operating the client device 102. After the set of instructions is stored in the client device 102, the set of instructions can be processed. For one embodiment, the set of instructions can be processed immediately after storing the set of instructions in the client device 102. The set of instructions can be processed to identify the entertainment application associated with the set of instructions and to generate a user interface (UI) corresponding to the identified CML03503NET entertainment application. At step 206, the predefined class of entertainment applications is identified from the set of instructions. The identification of the predefined class of entertainment applications can be done based on the identifier in the set of instructions. Further, at step 208, a UI for the predefined class of entertainment application is generated, based on specific information in the set of instructions. For one embodiment, the UI could be a Graphical User Interface (GUI). For another embodiment, the set of instructions can be processed based on an input from a user operating the client device 102. The generation of the UI is initiated when the user operating the client device 102 intends to play an entertainment application. For example, after the client device 102 has received the set of instructions from the network 100, in asynchronous manner, at a particular time in a day, the set of instructions are stored at the client device 102. Thereafter, the generation of the UI for the puzzle is initiated by the user when the user is willing to play the puzzle. Further, while playing the puzzle, if the user wants some help regarding, for example, how to play the puzzle or the final solution of the puzzle, the user can request for support information. For one embodiment, the support information can include the final solution to the puzzle, help information, result of a game played by a user, and information to correct or guide the user. For another embodiment, the support information can include reward points for a game played by the user. The reward points are sent to the client device 102 based on the performance of the user in a game. Further, the support information can either be stored in the network device 108 or it can be included in the set of instructions. For one embodiment, the user can transmit a modified set of instructions to the network 100 after playing the puzzle. Further, the modified set of instructions represents a CML03503NET new state of the entertainment application. The new state of the entertainment application can represent, for example, a state of the puzzle, after the user has played the puzzle. For another embodiment, the user can transmit a modified set of instructions to the network 100 before playing a puzzle. In this embodiment, the new state of the entertainment application can represent, for example, a state of a puzzle, previously played by the user.
[0025] For one embodiment, the set of instructions can include the solution for the entertainment application. For example, the set of instructions for a Soduko puzzle can include information about the numbers placed at different locations in the grid, which are visible to the user, and the solution to the sudoku puzzle. In this embodiment, the client device 102 may be able to provide the user with the final solution set for the entertainment application, based on the set of instructions. For example, the set of instructions can include information about all the numbers in the solution set to the puzzle. Further, the set of instructions can also include information about which numbers of the solution set should be initially visible to a user. Furthermore, the client device 102 may be able to correct or guide the user while playing the puzzle. At step 210, the method 200 is terminated.
[0026] FIG. 3 illustrates a block diagram of the client device 102, in accordance with some embodiments of the present invention. Examples of the client device 102 include, but are not limited to, a cellular phone, a laptop, a Personal Digital Assistant (PDA) and a messaging device. The client device 102 includes an instruction receiver 302, a memory module 304 and an application handler 306. Further, the application handler 306 includes one or more user interface modules. For one embodiment, the CML03503NET application handler 306 includes a first user interface module 308 and a second user interface module 310. The instruction receiver 302 receives the set of instructions from the network 100. The set of instructions include an identifier for identifying a predefined class of entertainment applications. Examples of the predefined class of entertainment applications include, but are not limited to, sudoku, crossword, hangman and spelling puzzles. Further, the set of instructions include specific information related to the predefined class of entertainment application. The set of instructions represent a state of the predefined class of the entertainment applications. A state of an entertainment application identifies one of the representations of an interface for playing the entertainment application. For one embodiment, the set of instructions can be in the form of a Java-based byte code. For this embodiment, the user interface can be a Java application running on the client device 102. Further, one of the states of, for example, a crossword puzzle can include grid specification for the crossword puzzle and clues for identifying the words in the crossword puzzle. For one embodiment, the set of instructions for a crossword puzzle could be as follows:
< Puzzle > Crossword
< Grid Size > 3x3 < / Grid Size > <Blank Column = 2 Row = 2/>
<Clues>
<Direction> Across </Direction>
<Clue Column=l Row=l Size=3> Models do this walk on the ramp</Clue>
<Clue Column=l Row=3 Size=3> Nut </Clue>
<Direction> Down </Direction> CML03503NET <Clue Column=l Row=l Size=3> Wear this on a sunny day</Clue>
<Clue Column=3 Row=l Size=3> A hot refreshing drink </Clue>
</Clues>
</Puzzle>
In this embodiment, the first statement is the identifier and identifies the predefined class of entertainment application, which is "Crossword". Crossword is a puzzle in which a grid may be partially pre-populated with alphabets at specific locations. Also, clues are provided to help a user in filling up the rest of the locations in the grid. Further, the remaining statements in the above mentioned example constitute the specific information related to the crossword and represent a state of the crossword. For example, the second statement contains information about the grid size of the crossword. A grid size of three-by-three represents a grid with three rows and three columns. The third statement includes information regarding the blank locations in the grid. The location identified by the second column and the second row is blank in the grid. Statements after the third statement include the clues, which are provided to help the user in filling up the rest of the locations in the grid.
[0027] Further, after the set of instructions are received by the instruction receiver 302, the set of instructions are stored in the memory module 304. For one embodiment, the set of instructions can be processed immediately after storing the set of instructions in the memory module 304. For another embodiment, a user operating the client device 102 initiates the processing of the set of instructions. The set of instructions can be processed by the application handler 306 to identify the entertainment application associated with the set of instructions. The predefined class CML03503NET of entertainment applications is identified based on the identifier. Further, after identification of the predefined class of entertainment applications, the application handler 306 directs the set of instructions to a user interface module, capable of processing the identified set of instructions. For example, the first user interface module 308 can be capable of processing set of instructions related to sudoku and the second user interface module 310 can be capable of processing set of instructions related to crossword puzzle. Therefore, the application handler 306 would direct the set of instructions for crossword to the second user interface module 310. The second user interface module 310 generates the UI based on the set of instructions. Generating the UI can include, for example, pre-populating a GUI for the predefined class of entertainment applications. For one embodiment, the generation of the UI can be done immediately after storing the set of instructions in the client device 102. For another embodiment, generation of the UI is initiated based on an input from a user operating the client device 102. For example, after the client device 102 has received the set of instructions related to a crossword puzzle from the network 100 in asynchronous manner, the set of instructions can be stored in the memory module 304. Further, the predefined class of entertainment applications can be identified based on the set of instructions by the application handler 306. Thereafter, generation of the UI by, for example, the second user interface module 310 can be initiated by the user at the time when the user is willing to play the crossword puzzle.
[0028] FIG. 4 is a flow diagram illustrating a network-driven method 400 for implementing an entertainment application, in accordance with another embodiment of the present invention. At step 402, the method 400 is initiated. The client device 102 can send a request to the network device 108 for an entertainment application. CML03503NET
Further, the entertainment application can be represented by a set of instructions. For one embodiment, the set of instructions is a non-empty set. At step 404, the set of instructions corresponding to the entertainment application requested by the client device 102 is selected from a database. The database includes at least one set of instructions for at least one predefined class of entertainment applications. For example, the database can include sudoku puzzles, crossword puzzles, hangman, and/or spelling puzzles. Further, the database can include support information. The support information can include the final solution to the puzzle, help information, result of a game played by a user, and information to correct or guide the user. For one embodiment, the support information can further include reward points for a game played by the user. The reward points are based on the performance of the user in the game. For one embodiment, the selection of the set of instructions is initiated once a request for an entertainment application is received from the client device 102. For another embodiment, the client device 102 can send request only once to periodically receive various entertainment applications. In this embodiment, the selection of the set of instructions is performed on a periodic basis, without the user having to send a request for an entertainment application every time. The set of instructions include an identifier for identifying a predefined class of entertainment applications. The predefined class of an entertainment application can be, for example, sudoku puzzle. Further, the set of instructions include specific information related to the predefined class of entertainment application. The set of instructions represent a state of the predefined class of the entertainment applications. In some embodiments, the state that is represented by the set of instructions is one initial setup of an entertainment application that is one setup of a set of initial setups, wherein the CML03503NET set of initial setups is typically quite large, such as for Sudoko, and unlike a game like chess or checkers, which traditionally only have one setup state (or perhaps two if interchanging black and white is considered). A state of an entertainment application identifies one of the representations of an interface for playing the entertainment application. At step 406, the set of instructions selected from the database is transmitted to the client device 102. The set of instructions can be transmitted using one of a point-to-point connection, a broadcast connection and a multicast connection. The connection used for transmission depends upon the manner in which the set of instructions are sent by the network device 108. The set of instructions can be sent by the network device 108 either in an asynchronous manner or a synchronous manner. In the asynchronous manner, the set of instructions can be sent to the client device 102 periodically, after every predefined time interval, say at a particular time everyday. Further, in the asynchronous manner, the set of instructions can be transmitted to a group of all the client devices, which have opted for the service in the network 100, at the same time. Therefore, a broadcast connection or a multicast connection is used for transmission in asynchronous manner of the set of instructions. Further, this broadcast/multicast connection could be based on Broadcast/Multicast Service or Cell Broadcasting Service to efficiently utilize network resources. In the synchronous manner, the network device 108 sends the set of instructions to the client device 102 on receiving a request from the client device 102 for an entertainment application identified by the set of instructions. Therefore, a point-to-point connection can be used for transmission of the set of instructions in a synchronous manner. At step 408, the method 400 is terminated. CML03503NET [0029] FIG. 5 illustrates a block diagram of a network device 108, in accordance with some embodiments of the present invention. Examples of the network device 108 include, but are not limited to, an application server and a Base Transceiver Station (BTS). The network device 108 includes a database 502, a request receiver 504, a selection module 506, an instruction transmitter 508, and an information transmitter 510. Further, the database 502 includes at least one set of instructions for at least one predefined class of entertainment applications. A predefined class of entertainment application specifies the type of entertainment application and can include, for example, a sudoku, crossword, or a spelling puzzle. The set of instructions include an identifier for identifying the predefined class of entertainment applications and specific information related to the predefined class of entertainment application. Further, the database 502 can include support information. The support information can include the final solution to the puzzle, help information, result of a game played by a user and information to correct or guide the user. For one embodiment, the support information can further include reward points for a game played by the user. The reward points are based on the performance of a user in the game.
[0030] For one embodiment, a client device, for example, the client device 102 can send a request for an entertainment application to the network device 108. The entertainment application can be represented by a set of instructions stored at the database 502. The request for the entertainment application is received by the request receiver 504. Further, the selection module 506 selects a set of instructions corresponding to a predefined class of entertainment applications from the database 502. The selection is based on the entertainment application requested by client device 102. Thereafter, the instruction transmitter 508 transmits the set of instructions CML03503NET selected from the database 502 to the client device 102. The set of instructions can be transmitted by using one of a point-to-point, a broadcast, or a multicast connection, depending on the manner in which the set of instructions are sent by the network device 108. The set of instructions can be sent by the network device 108 either in an asynchronous manner or a synchronous manner. In the asynchronous manner, the set of instructions can be sent to the client device 102 periodically, after every predefined time interval, say at a particular time everyday. Further, in the asynchronous manner, the set of instructions can be transmitted to a group of all the client devices, which have opted for the service in the network 100, at the same time. Therefore, a broadcast connection or the multicast connection is used for transmission of the set of instructions in an asynchronous manner. In the synchronous manner, the network device 108 sends the set of instructions to the client device 102 on receiving a request from the client device 102 for an entertainment application identified by the set of instructions. Therefore, a point-to-point connection can be used for transmission of the set of instructions in a synchronous manner. Further, while playing the puzzle, if the user wants some help regarding how to play the puzzle or the final solution of the puzzle, the user can request for support information. For one embodiment, the support information can include the final solution to the puzzle, help information, result of a game played by a user, and information to correct or guide the user. For another embodiment, the support information further can include reward points for a game played by the user. The reward points are sent to the client device 102 based on the performance of the user in a game. The support information is transmitted by the information transmitter 510. For one embodiment, the support information can be CML03503NET transmitted to a client device by using one of a point-to-point, a broadcast, or a multicast connection.
[0031] FIG.6 illustrates an exemplary puzzle grid 602, in accordance with some embodiments of the present invention. The exemplary puzzle grid 602 is generated based on a set of instructions. The set of instructions include an identifier for identifying a predefined class of entertainment applications. The predefined class of an entertainment application can be, for example, a sudoku puzzle. Further, the set of instructions include specific information related to the predefined class of entertainment application. The set of instructions represent a state of the predefined class of the entertainment applications. A state of an entertainment application identifies one of the representations of an interface for playing the entertainment application. For one embodiment, the exemplary puzzle grid 602 can be generated by the following set of instructions.
<Puzzle> Sudoku
<Grid Size> 9X9 </Grid Size>
<Number Column = 1 Row = 1> 1 </ Number>
<Number Column = 2 Row = 4> 2 </Number>
</Puzzle>
[0032] In this embodiment, the first statement is the identifier and identifies the predefined class of entertainment application, which is "Sudoku". Sudoku is a number puzzle in which a grid is partially pre-populated with numbers at specific locations. The numbers used for pre-populating the grid depends upon the grid size of CML03503NET the sudoku grid. For example, numbers between one and nine are used to pre- populate the grid for a grid size of nine-by-nine. Similarly, numbers between one and seven are used to pre-populate the grid for a grid size of seven-by-seven. A player is expected to fill the vacant locations in the grid with numbers which satisfy certain predefined conditions. Further, remaining statements in the above mentioned set of instructions constitute the specific information related to the sudoku puzzle and represent a state of the puzzle. For example, the second statement contains information about the grid size of the sudoku. A grid size of nine-by-nine represents a grid having nine rows and nine columns. The third and fourth statements represent information regarding the numbers present in the grid. The third statement specifies that the number ' 1 ' is to be placed in the location identified by first column and first row of the grid. The fourth statement specifies that the number '2' is to be placed in the location identified by second column and fourth row of the grid. The fifth statement represents the termination of set of instructions. Further, it would be apparent to those ordinarily skilled in the art that the set of instructions can include any number of instructions. For one embodiment, the set of instructions can be a set of extensible Markup Language (XML) statements representing a state of the predefined class of the entertainment application. For another embodiment, the set of instructions can be represented in binary format.
[0033] Various embodiments, as described above, provide a light-weight network- driven mobile entertainment system for games and puzzles. The present invention provides a light-weight UI based entertainment system. Further, the present invention offers a large variety of new games and puzzles to a user operating a client device and allows the user to play unique games and puzzles. Further, the games and puzzles are CML03503NET sent to the client device by using one of a point-to-point connection, a broadcast connection or a multicast connection. Furthermore, the present invention solves the problem of a user downloading the games and puzzles, as in accordance with the present invention, the user receives the entertainment applications in the form of a set of instructions from a network. Further, the present invention also eliminates the need of high speed data connections for playing games and puzzles online as the set of instructions are transmitted to the client device.
[0034] In the foregoing specification, the invention and its benefits and advantages have been described with reference to specific embodiments. However, one of ordinary skill in the art appreciates that various modifications and changes can be made without departing from the scope of the present invention as set forth in the claims below. Accordingly, the specification and figures are to be regarded in an illustrative rather than a restrictive sense, and all such modifications are intended to be included within the scope of present invention. The benefits, advantages, solutions to problems, and any element(s) that may cause any benefit, advantage, or solution to occur or become more pronounced are not to be construed as a critical, required, or essential features or elements of any or all the claims. The invention is defined solely by the appended claims including any amendments made during the pendency of this application and all equivalents of those claims as issued.

Claims

CML03503NETWHAT IS CLAIMED IS:
1. A network-driven method for implementing an entertainment application on a client device in a network, the method comprising: receiving a set of instructions from the network, wherein the set of instructions is a non-empty set and represents a state of the entertainment application; identifying a predefined class of entertainment applications based on the set of instructions; and generating a User Interface (UI) for the entertainment application based on one or more of the set of instructions and the predefined class of entertainment applications.
2. The method as recited in claim 1 further comprising storing the set of instructions at the client device.
3. The method as recited in claim 1 further comprising using one of a point-to-point connection, a broadcast connection and a multicast connection for receiving the set of instructions from the network.
4. The method as recited in claim 1 further comprising using an application handler at the client device for identifying the predefined class of entertainment applications based on the set of instructions. CML03503NET
5. The method as recited in claim 4 further comprising redirecting the set of instructions to a user interface module in the application handler, wherein the user interface module is capable of processing one or more set of instructions corresponding to a predefined class of entertainment applications.
6. The method as recited in claim 5 further comprising using the user interface module for generating the UI for the entertainment application based on one or more of the set of instructions and the predefined class of entertainment applications.
7. The method as recited in claim 1 further comprising receiving support information from the network in response to the set of instructions based on one of a request from the client device and a request from a user operating the client device.
8. The method as recited in claim 7, wherein the support information comprises reward points.
9. The method as recited in claim 7, wherein generating a User Interface (UI) for the entertainment application is based on an input from the user operating the client device. CML03503NET
10. The method as recited in claim 1 further comprising transmitting a modified set of instructions to the network, wherein the modified set of instructions represents a new state of the entertainment application.
11. The method as recited in claim 1, wherein receiving the set of instructions from the network is based on one or more of a predefined schedule and a request from the client device.
CML03503NET
12. A network-driven method for implementing an entertainment application, the method comprising: selecting a set of instructions from a database, wherein each of the set of instructions is a non-empty set and represents a state of the entertainment application and can be used to generate a User Interface (UI) for the entertainment application; and transmitting the set of instructions from a network device to a client device.
13. The method as recited in claim 12 further comprising receiving one or more requests for support information at the network device from the client device, wherein the one or more requests for support information are in response to the set of instructions.
14. The method as recited in claim 13 further comprising transmitting the support information to the client device based on the one or more requests.
15. The method as recited in claim 13, wherein the one or more requests are initiated by one of the client device and a user operating the client device.
16. The method as recited in claim 12 further comprising using one of a point-to- point connection, a broadcast connection, and a multicast connection for transmitting the set of instructions. CML03503NET 17. The method as recited in claim 12, wherein transmitting the set of instructions from the network device is based on one or more of a predefined schedule and a request from the client device.
CML03503NET
18. A client device comprising: an instruction receiver for receiving a set of instructions from a network, wherein the set of instructions is a non-empty set and represents a state of an entertainment application; and an application handler for identifying a predefined class of entertainment applications based on the set of instructions, the application handler comprising: one or more user interface modules for generating a User Interface (UI) based on one or more of the set of instructions and the predefined class of entertainment applications.
19. The client device as recited in claim 18 further comprising a memory module for storing the set of instructions at the client device.
20. The client device as recited in claim 18, wherein the set of instructions comprises an identifier of the predefined class of entertainment applications.
21. The client device as recited in claim 18, wherein the set of instructions is not accessible to a user operating the client device.
22. The client device as recited in claim 18, wherein each of the one or more user interface modules is capable of processing one or more set of instructions corresponding to a predefined class of entertainment applications. CML03503NET
23. A network device comprising: a database for storing instructions, wherein the instructions represent an entertainment application; a selection module for selecting a set of instructions corresponding to a state of the entertainment application from the database, wherein the set of instructions is a non-empty set; and a instruction transmitter for transmitting the set of instructions to a client device.
24. The network device as recited in claim 23 further comprising a request receiver for receiving one or more requests for support information from the client device, wherein the one or more requests for support information are in response to the set of instructions.
25. The network device as recited in claim 24 further comprising an information transmitter for transmitting the support information to the client device based on the one or more requests.
26. The network device as recited in claim 25 further comprising at least one of a point-to-point connection, a broadcast connection, and a multicast connection for transmitting the set of instructions and the support information to the client device.
PCT/US2007/082440 2006-11-17 2007-10-24 Light-weight network-driven mobile entertainment system for games and puzzles WO2008063812A1 (en)

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Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20040003398A1 (en) * 2002-06-27 2004-01-01 Donian Philip M. Method and apparatus for the free licensing of digital media content

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20040003398A1 (en) * 2002-06-27 2004-01-01 Donian Philip M. Method and apparatus for the free licensing of digital media content

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