TL;DR: Foldit is described, a multiplayer online game that engages non-scientists in solving hard prediction problems and shows that top-ranked Foldit players excel at solving challenging structure refinement problems in which substantial backbone rearrangements are necessary to achieve the burial of hydrophobic residues.
Abstract: A natural polypeptide chain can fold into a native protein in microseconds, but predicting such stable three-dimensional structure from any given amino-acid sequence and first physical principles remains a formidable computational challenge. Aiming to recruit human visual and strategic powers to the task, Seth Cooper, David Baker and colleagues turned their 'Rosetta' structure-prediction algorithm into an online multiplayer game called Foldit, in which thousands of non-scientists competed and collaborated to produce a rich set of new algorithms and search strategies for protein structure refinement. The work shows that even computationally complex scientific problems can be effectively crowd-sourced using interactive multiplayer games. Predicting the structure of a folded protein from first principles for any given amino-acid sequence remains a formidable computational challenge. To recruit human abilities to the task, these authors turned their Rosetta structure prediction algorithm into an online multiplayer game in which thousands of non-scientists competed and collaborated to produce new algorithms and search strategies for protein structure refinement. This shows that computationally complex problems can be effectively 'crowd-sourced' through interactive multiplayer games. People exert large amounts of problem-solving effort playing computer games. Simple image- and text-recognition tasks have been successfully ‘crowd-sourced’ through games1,2,3, but it is not clear if more complex scientific problems can be solved with human-directed computing. Protein structure prediction is one such problem: locating the biologically relevant native conformation of a protein is a formidable computational challenge given the very large size of the search space. Here we describe Foldit, a multiplayer online game that engages non-scientists in solving hard prediction problems. Foldit players interact with protein structures using direct manipulation tools and user-friendly versions of algorithms from the Rosetta structure prediction methodology4, while they compete and collaborate to optimize the computed energy. We show that top-ranked Foldit players excel at solving challenging structure refinement problems in which substantial backbone rearrangements are necessary to achieve the burial of hydrophobic residues. Players working collaboratively develop a rich assortment of new strategies and algorithms; unlike computational approaches, they explore not only the conformational space but also the space of possible search strategies. The integration of human visual problem-solving and strategy development capabilities with traditional computational algorithms through interactive multiplayer games is a powerful new approach to solving computationally-limited scientific problems.
TL;DR: In this paper, a game and messenger client-server system is presented, which includes a plurality of game clients, a game server, a majority of messenger clients, and a messenger server, where the game server includes logic to operate a multiplayer game using inputs from and outputs to an active game set of players.
Abstract: A game and messenger client-server system is provided including a plurality of game clients, a game server, a plurality of messenger clients, and a messenger server. The game server includes logic to operate a multiplayer game using inputs from and outputs to an active game set of game clients, wherein game clients other than those in the active game set can join an active game by supplying the game server with a reference to the active game. Additionally, logic is included for coupling a game client to a messenger client to allow the game client to send the messenger client data used to initiate joining a game, whereby a message sent by the messenger client includes the data used to initiate joining a game. Also, logic is included for initiating a join of a game at an invitee client, using data received in a message to the invitee.
TL;DR: In this paper, the authors present a game that couples game playing and advertising via a game currency that an advertiser can provide to a player and which can be used by the player in playing the game.
Abstract: One embodiment of the present invention relates to a computer game that is played over a computer network and is capable of accommodating a large number of players. When the game is play on the Internet, players are able to input moves and be apprised of the state of the game using the basic input/output functions of their Web browser. Consequently, the game can be played with substantially no other game related software, plug-ins or add-ons. Another embodiment of the invention relates to the management of a game data base so as to compensate for the lack of game resources that a newer player has relative to older players that are likely to possess significantly greater game resources. Further, the virtual space of the game is highly expandable and updatable. In another embodiment of the invention a game is provided that couples game playing and advertising via a game currency that an advertiser can provide to a player and which can be used by the player in playing the game.
TL;DR: This article provides on evaluation of the MiMaze game on the MBone, and discusses approaches to monitor and evaluate this new type of application to show the feasibility of this new family of applications on a best-effort network.
Abstract: This article describes the design, implementation, and evaluation of MiMaze, a distributed multiplayer game on the Internet, and, more precisely, it describes the design of dedicated transmission control mechanisms. MiMaze is implemented on a completely distributed communication architecture based on the IP multicast protocol suite (RTP/UDP/IP). This is the first work to analyze a distributed interactive game on the multicast Internet. The major element of the MiMaze architecture is a distributed synchronization mechanism that guarantees the consistency of the game regardless of network delay. This article provides on evaluation of the MiMaze game on the MBone, and discusses approaches to monitor and evaluate this new type of application. The main contribution of this work is to show, based on on example, the feasibility of this new family of applications on a best-effort network. It is shown that real-time interactivity can be maintained, provided that some level of inconsistency can be tolerated by the application. This work also highlights the role of multicast as an enabling technology for a real-time Internet.
TL;DR: In this paper, a multiplayer game system is implemented over the WWW using a plurality of game servers dynamically linked to and controlled by a WWW server, where the game servers generate the game player statistics for each player during and/or after game play and upload the game players statistics to the Web server, and the user can select which game to play by choosing one of the dynamically generated links.
Abstract: A multiplayer game system is implemented over the WWW using a plurality of game servers dynamically linked to and controlled by a WWW server The WWW server dynamically links game players who log on to a web site hosted by the WWW server as a function of game playing statistics for each game player which are stored in the WWW server The game servers generate the game player statistics for each player during and/or after game play and upload the game player statistics to the WWW server The WWW server matches game players to appropriate games currently being played on the game servers based on the skill level required by the game and the corresponding skill levels of other current players of that game as represented by the game player statistics stored by the WWW server and dynamically generates links for the game player to the appropriate games The user can then select which game to play by choosing one of the dynamically generated links