Next Patent: Bad beat video poker game feature
Next Patent: Bad beat video poker game feature
[0001] This invention relates to electronic music systems and, more particularly, to an electronic music system by which game players interact musically with one another in real-time over a network.
[0002] Music is a temporal medium, the organization of sound in time. Accordingly, music making is highly timing sensitive. When a musician presses a key on a piano, the musician expects the result to be immediately audible. Any delay in hearing the sound, even as brief as few milliseconds, produces a perceived sluggishness that impedes the ability of the musician to use the instrument.
[0003] Music making is also often a collaborative effort among many musicians who interact with each other. One form of musical interaction popular among non-musicians is provided by a video game genre known as “rhythm-action,” which requires a player to perform phrases from a pre-recorded musical composition using the video game's input device to simulate a musical instrument. The best-known example of this genre is the BEATMANIA series of games published by Konami Co., Ltd. of Japan. An example of the game environment provided by BEATMANIA is shown in
[0004] Multiplayer gaming increasingly incorporates various networking technologies that allow multiple players to compete against each other from remote physical locations via networks, and networked multiplayer gaming has become extremely popular. Unfortunately, however, the latency inherent in networked communication imposes a significant engineering and design burden on video game developers: data signals are often subject to large and unpredictable transmission delays. These transmission delays do not significantly impact turn-based games (such as chess) or other game genres in which timing sensitivity is not critical to gameplay. In action games and other “real-time” games, however, gameplay is extremely sensitive to the timing of various events, and transmission delays inherently result in inconsistencies continually forming between the local game states of the various players of a networked game. Consequently, developers of timing-sensitive networked games have had to invent various methods for gracefully performing “conflict resolution” to resolve divergent local game states.
[0005] The rhythm-action genre has a unique attribute, however, that makes traditional conflict resolution methods inapplicable. Specifically, the core activity of multiplayer rhythm-action involves simultaneous music-making, which is highly timing sensitive, by two or more players. If these two players are separated by a network, the data representing musical notes played by one player will incur transmission delays when being sent to the other player. If note data were simply transmitted to a receiving machine it would trigger corresponding audio that would sound “out of sync” to the receiving player, resulting in cacophony. One solution to this problem would be to mute the audio from remote players on the local player's machine. However, this would significantly degrade the entertainment value of the game experience by destroying musical communication between the players.
[0006] Therefore, a need exists for a system and method that enable musicians to achieve the experience of real-time musical interaction over a high-latency network, such as the Internet.
[0007] It is an object of the invention to provide a system and method that a group individuals connected to a network can use to compete with one another in real time in a rhythm-action game.
[0008] The invention is pointed out with particularity in the appended claims. The advantages of the invention described above, as well as further advantages of the invention, may be better understood by reference to the following description taken in conjunction with the accompanying drawings, in which:
[0009]
[0010]
[0011]
[0012]
[0013] Referring now to
[0014] The player continuously moves through the tunnel
[0015] In one embodiment, the walls of the tunnel are transparent, and the “outer world” beyond the tunnel
[0016] Musical events in the game environment that the player must perform are represented as graphical markers
[0017] As the player moves through the tunnel
[0018] Referring to
[0019] The display
[0020] The central processing unit
[0021] Audio device
[0022] Input device
[0023] Still referring to
[0024] The memory element
[0025] The musical event data from the memory
[0026] The input system
[0027] For multiplayer games in which only one hardware station is used, a second input system (shown in phantom view as
[0028] Referring now to
[0029] When a networked multiplayer game session begins at the direction of one of the players, that player's hardware station (the “host” hardware station) transmits a “start” instruction to all other machines, and the game begins on all systems: each player's timer starts counting, each player's note data is displayed on his screen and each player begins attempting to play notes by pressing the button on his input device as his cursor scrolls over markers.
[0030] Gameplay on hardware station
[0031] The timers on the various systems communicate with each other via the network
[0032] The systems also continually transmit game score data to each other (not shown in figure), so that each system (and player) remains aware of the game score of all other systems (and players). Similarly, this is accomplished by any number of means known in the art. Note that this data is not particularly timing sensitive, because if there is momentary disagreement between any two systems regarding the score (or similar game-related parameters), the consequences to gameplay are negligible.
[0033] As each player plays the game at their respective location, an analyzer module
[0034] whether or not the most recent event type was a catch, miss, or pass;
[0035] a moving average of the distribution of event types (i.e. the recent ratio of catch-to-pass-to-miss); or
[0036] a moving average of timing errors of miss events.
[0037] Each hardware station's analyzer module
[0038] The emulation data essentially contains a statistical description of a player's performance in the recent past. The event monitor
[0039] In one particular example, an incoming emulation parameter from a remote player indicates that the most recent remote event was a catch. When the local event monitor
[0040] In another particular example, an incoming emulation parameter from a remote player indicates that during the last
[0041] In another particular example, an incoming emulation parameter from a remote player indicates that during the last 4 beats, 2 miss events occurred, with an average timing error of 50 “ticks.” The local event monitor
[0042] The above three cases are merely examples of the many types of emulation parameters that may be used. These particular parameters are not the essence of the invention, however. Rather, the essence of the invention is that remote player performances are only emulated (rather than exactly reproduced) on each local machine.
[0043] One unusual side effect of this invention, of course, is that each local player does not hear an exact reproduction of the remote players' performances; he only hears a statistical approximation. However, these statistical approximations have two countervailing positive attributes:
[0044] 1. Because they are synchronized to the local player's timer and the local copy of the remote players' note data, they are synchronous with the local player's performance.
[0045] 2. While not exact reproductions, they are “close enough” to effectively communicate to the local player the essence of how well the remote players are performing musically.
[0046] In this model, delays in the transmission of the emulation data over the network do not have the intolerable side effect of causing cacophonous asynchronicity between the note streams triggering sounds on each player's local system.
[0047] In another particular example the method described above may be used with a real-time music creation system executing on the hardware station. A real-time music creation system is one with which a non-musician can produce melodic, creative music without knowledge of music theory or the ability to play an instrument or keep time. These creation systems also allow the user to create and play improvisational solos over a prerecorded background or accompaniment track without the need to strike actuators in time or otherwise physically establish and maintain the timing of the notes of the solo. Real-time music creation engines are described in U.S. Pat. Nos. 5,763,804, 5,627,335, and 6,011,212, the entire contents of which are incorporated herein by reference.
[0048] The real-time music creation engine generates signals representative of audible music by manipulating an input device. For example, an embodiments that provide a joystick as the input device, pulling the handle of the joystick back indicates that the user wants to play fewer notes over time in the given time signature, and pushing it forward is an indication that the user desires to play more notes over time. Similarly, pushing the handle of the joystick to the left indicates that the user wants to play notes of a lower pitch, and pushing it in the right direction is an indication that the user wants to play higher pitched notes. In a single-user embodiment, the input values are fed to a real-time music creation engine which includes at least a rhythm generator and a pitch generator. The rhythm generator and the pitch generator combine to form a series of notes that are rhythmically and melodically consonant with the background track.
[0049] When used in the context of the present invention, an analyzer module
[0050] The remote hardware station receives the transmitted emulation data and creates an approximation of the improvisation performed by the remote user by using the local real-time music creation system. The audio created by the local real-time music creation system is necessarily an approximation of the solo played by the remote player because the local real-time creation system is using the emulation data at a different point in time than the actual solo occurred. Even though this is the case, the local user hears a improvisational solo that has the same musical parameters (e.g. pitch and rhythm) as the solo created by the remote user at the remote hardware station [though delayed by the network latency].
[0051] Although the present invention has been described in the context of a two-player game, no limitation of the principles of the invention is intended, and the invention may be used with any number of players.
[0052] The present invention (including without limitation, the timer
[0053] Having described certain embodiments of the invention, it will now become apparent to one of skill in the art that other embodiments incorporating the concepts of the invention may be used. Although the described embodiments relate to the field of rhythm-action games, the principles of the invention can extend to other areas that involve musical collaboration or competition by two or more users connected to a network. Therefore, the invention should not be limited to certain embodiments, but rather should be limited only by the spirit and scope of the following claims.