US 12,343,620 B2
Apparatus for managing online game, method and system therefor
Robert Kamphuis, Helsinki (FI); Jonne Loikkanen, Helsinki (FI); and Jon Franzas, Helsinki (FI)
Assigned to Supercell Oy, Helsinki (FI)
Filed by Supercell Oy, Helsinki (FI)
Filed on Jan. 17, 2024, as Appl. No. 18/415,004.
Application 18/415,004 is a continuation of application No. 17/670,614, filed on Feb. 14, 2022, granted, now 11,918,896.
Application 17/670,614 is a continuation of application No. 16/890,450, filed on Jun. 2, 2020, granted, now 11,247,125, issued on Feb. 15, 2022.
Prior Publication US 2024/0226732 A1, Jul. 11, 2024
Int. Cl. A63F 13/358 (2014.01); A63F 13/335 (2014.01); A63F 13/798 (2014.01); H04L 69/164 (2022.01)
CPC A63F 13/358 (2014.09) [A63F 13/335 (2014.09); A63F 13/798 (2014.09); H04L 69/164 (2013.01); A63F 2300/534 (2013.01)] 20 Claims
OG exemplary drawing
 
1. An apparatus for managing a game session of a multiplayer online game, the apparatus comprising a processor and a memory, wherein the processor is configured to:
identify a set of client devices that are actively communicatively coupled to the apparatus over a communication network by determining an active communication link between client devices of the set of client devices and the a host of the multi-player online game;
group a first sub-set of client devices, the first sub-set of client devices having a game parameter that is common to all client devices in the first sub-set of client devices;
group a second sub-set of client devices from the first sub-set of client devices by:
measuring a first latency value associated with a communication between a first client device of the first sub-set of client devices and the host;
measuring a second latency value associated with a communication between a second client device of the first sub-set of client devices and the host;
calculating a difference between the first latency value and the second latency value;
allocating the first client device and the second client device to the second sub-set of client devices if the calculated difference is below the pre-determined threshold value; and
enable only client devices in the second sub-set of client devices to engage in a same game session of the multiplayer online game.