1460933924-8ae6f167-7acb-4683-b5cc-49d21856fe4e

1. A system comprising:
a power supply model component that receives an estimated disturbance; and
a disturbance estimating component that provides said estimated disturbance from a difference between a sensed output of a power supply and an estimated output from said power supply model component.
2. The system of claim 1 wherein:
said disturbance estimating component comprises a proportional integral component that provides said estimated disturbance, where said estimated disturbance includes an estimated load current; and
said power supply model component receives a duty cycle multiplied by a predetermined gain and provides an estimated state of said power supply and said estimated output based on said duty cycle.
3. The system of claim 1 further comprising an oversampling modulator that provides said difference between said sensed output and said estimated output, wherein said difference includes an oversampled difference provided to said disturbance estimating component, and wherein said disturbance estimating component outputs an oversampled estimated disturbance.
4. The system of claim 3 further comprising a low pass filter that filters said oversampled estimated disturbance and that provides said estimated disturbance.
5. A system comprising:
a component that provides a difference between a sensed output and an estimated output of said system; and
an oversampling modulator that provides an oversampled difference between said sensed output and said estimated output,
wherein said component provides an estimated state of said system and said estimated output based on said oversampled difference.
6. A method comprising:
obtaining a difference between a sensed output of a power supply and an estimated output from a power supply model;
obtaining from said difference an estimated power supply disturbance; and
providing said estimated power supply disturbance to said power supply model.
7. The method of claim 6, wherein said estimated power supply disturbance includes an estimated load current, the method further comprising:
providing a duty cycle multiplied by a predetermined gain to said power supply model; and
providing an estimated state of said power supply and said estimated output from said power supply model based on said duty cycle.
8. The method of claim 6 further comprising oversampling said difference and providing an oversampled estimated disturbance.
9. The method of claim 8 further comprising filtering said oversampled estimated disturbance and providing said estimated power supply disturbance.
10. A method comprising:
obtaining a difference between a sensed output from a system and an estimated output from a system model;
oversampling said difference; and
reducing an error in said estimated output based on said oversampled difference.

The claims below are in addition to those above.
All refrences to claim(s) which appear below refer to the numbering after this setence.

1. A method of serving a computer game, comprising:
a. providing two separate storage facilities accessible from a server, the first storage facility comprising searchable memory for storage of recently produced game play data, and the second storage facility comprising a structured database for longer term storage of game play data, the first storage facility having a data search and data retrieval speed that is substantially faster than the second storage facility;
b. receiving, at the server, a game play request from a live gaming participant, the game play request describing a desired opponent attribute that is capable of being accessed through a social network user interface which is configured to track friends linked to the live gaming participant;
c. in response to the game play request, searching the first storage facility, based on the desired opponent attribute, to identify prior game play data corresponding to an appropriate opponent from amongst a list of games played by the appropriate opponent; and
d. presenting a multi-player game environment where the live gaming participant can play against and have two-way interactions with an apparently live opponent, the apparently live opponent’s interaction being based on the prior game play data corresponding to the appropriate opponent, and being adapted to be different from replay of the prior game play data and to change dynamically with and be responsive to real time game moves by the live gaming participant, and
wherein the two-way interactions are adapted to cause a change in progress of game play by the apparently live opponent that is different from replay of the prior game play data, and wherein replay of game items associated with the prior game play data, when desynchronized, is adapted to be slowed down or stopped temporarily in order to synthesize consequences of using said game items so as to affect the game play.
2. The method of claim 1, wherein the desired opponent attribute is a specified individual.
3. The method of claim 1, wherein the desired opponent attribute is a skill level.
4. The method of claim 1, wherein the desired opponent attribute is an age.
5. The method of claim 1, wherein the desired opponent attribute is a gender.
6. The method of claim 1, wherein the desired opponent attribute is a geographic location.
7. The method of claim 1, wherein the desired opponent attribute is determined from information collected from a third-party website.
8. The method of claim 7, wherein the third-party website is a social networking website.
9. The method of claim 1, wherein the desired opponent attribute is determined from information derived from a third-party application.
10. The method of claim 9, wherein the third-party application is a social networking application.
11. The method of claim 1, wherein the two-way interactions are adapted to cause a change in progress of game play by the apparently live opponent that is different from replay of the prior game play data, and wherein replay of recorded portions of the prior game play data, when desynchronized, is adapted to be adjusted in order to simulate consequences of said recorded portions so as to affect the game play.
12. The method of claim 1, wherein the two-way interactions are adapted to cause a change in progress of game play by the apparently live opponent due in part to synthesizing preferences of the live gaming participant.
13. The method of claim 1, further comprising providing a third storage facility configured to be communicatively coupled to the first storage facility and the second storage facility, the third storage facility further being accessible by the server and enabled to store the prior game play data that is adapted to be transferred to and received from one of the first storage facility and the second storage facility.
14. A system of serving a computer game, comprising:
a computer game facility with two separate storage facilities accessible from a server, the first storage facility comprising searchable memory for storage of recently produced game play data, and the second storage facility comprising a structured database for longer term storage of game play data, the first storage facility having a data search and data retrieval speed that is substantially faster than the second storage facility; and
the server receiving a game play request from a live gaming participant, the game play request describing a desired opponent attribute that is capable of being accessed through a social network user interface which is configured to track friends linked to the live gaming participant;
where in response to the game play request, searching the first storage facility, based on the desired opponent attribute, to identify prior game play data corresponding to an appropriate opponent from amongst a list of games played by the appropriate opponent; and
presenting a multi-player game environment where the live gaming participant can play against and have two-way interactions with an apparently live opponent, the apparently live opponent’s interaction being based on the prior game play data corresponding to the appropriate opponent, and being adapted to be different from replay of the prior game play data and to change dynamically with and be responsive to real time game moves by the live gaming participant, and
wherein the two-way interactions are adapted to cause a change in progress of game play by the apparently live opponent that is different from replay of the prior game play data, and wherein replay of game items associated with the prior game play data, when desynchronized, is adapted to be adjusted in order to synthesize consequences of the game items so as to affect the game play.
15. The system of claim 14, wherein the desired opponent attribute is at least one of a specified individual, a skill level, an age, a gender, a geographic location, and determined from information collected from a third-party website.
16. The system of claim 15, wherein the third-party website is a social networking website.
17. The system of claim 14, wherein the desired opponent attribute is determined from information derived from a third-party application.
18. The system of claim 17, wherein the third-party application is a social networking application.
19. The system of claim 14, further comprising a third storage facility that is configured to be in data communication with the server, the first storage facility and the second storage facility.
20. The system of claim 19, wherein the third storage facility is a transfer memory, the transfer memory being configured to store the prior game play data that is adapted to be transferred to and received from one of the first storage facility and the second storage facility.
21. A computer program product embodied in a non-transitory computer readable medium that, when executing on one or more computers, performs the steps of:
a. receiving a request for game play from an active participant, the request including desired opponent information relating to a desired opponent, the desired opponent information configured to be accessed through a social network user interface which is enabled to track friends linked to the active participant;
b. in response to the request, causing prior game play data to be retrieved from a memory, wherein the prior game play data was stored in response to prior game play of a game player that meets the requirements identified by the desired opponent information;
c. the memory being configured to store the prior game play data in a searchable format and being further configured to not require database interaction in order to provide improved access speed by comparison to said database interaction; and
d. in further response to the request, providing an asynchronous game play environment wherein the active participant is able to play against and have two-way interactions with an apparently live participant, the apparently live participant’s interaction being based on the prior game play data and being adapted to be different from replay of the prior game play data and to change dynamically with and be responsive to real time game moves by the active participant, and
wherein the two-way interactions are adapted to cause a change in progress of game play by the apparently live participant that is different from replay of the prior game play data, and replay of recorded portions of the prior game play data, when desynchronized, is adapted to be adjusted in order to simulate consequences of said recorded portions so as to affect the game play.
22. The computer program product of claim 21, wherein the desired opponent information is at least one of a specified individual, a skill level, an age, a gender, a geographic location, and determined from information collected from a third-party website.
23. The computer program product of claim 22, wherein the third-party website is a social networking website.
24. The computer program product of claim 21, wherein the desired opponent information is determined from information derived from a third-party application.
25. The computer program product of claim 24, wherein the third-party application is a social networking application.