A game version differentiation updating method

By constructing a reflexive loop topology and a tolerance baseline, the version content is decoupled into atomic difference units, enabling personalized and differentiated updates of game versions. This solves the problem of neglecting group latency and dispersion characteristics in existing technologies, and improves the interaction consistency and update success rate in multi-user shared scenarios.

CN122363735APending Publication Date: 2026-07-10HANGZHOU KAIKAI NETWORK TECH CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
HANGZHOU KAIKAI NETWORK TECH CO LTD
Filing Date
2026-06-02
Publication Date
2026-07-10

AI Technical Summary

Technical Problem

Existing game version update technologies do not delve into the closed loop of individual player operation feedback, ignore group latency and dispersion characteristics, resulting in disordered interaction logic and high update failure rate in multi-player shared scenarios, and lack of real-time adaptability.

Method used

The system collects operation and feedback sequences, extracts reflexive loop topology, divides frequency bands, constructs reflexive tolerance baselines, decouples version content into atomic differential units, filters compatible slices, monitors group delay drift, performs loop closure compensation, and achieves personalized differential updates.

Benefits of technology

It achieves player-level differentiated adaptation, precise updates, maintains consistent operation feedback frequency, dynamically adjusts feedback timing, and ensures consistency in multi-user shared scenarios.

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Abstract

This invention relates to the field of computer software and game technology, specifically disclosing a method for differentiated game version updates. The method includes: collecting player operation sequences and state feedback sequences; extracting reflexive loop topology; dividing frequency bands according to operation intervals to extract group delay feature spectrum and dispersion feature spectrum; calculating loop inertia weights; and constructing a personalized reflexive tolerance baseline. The version content is decoupled into atomic difference units; group delay offset and dispersion increment are evaluated; compatible units are selected and assembled with reusable residual files to form group delay compatible slices; and verification anchor points are established. Slices are progressively injected and group delay drift is monitored. In the event of multi-player conflicts, shared reflexive arbitration is triggered, loop closure compensation is performed, and residual indexes are archived. This invention solves the technical problem of existing updates neglecting the consistency differences in player operation frequency response and the consistency of multi-player scene states, achieving synergistic optimization of player-level fine-grained differentiated updates and consistency assurance in multi-player shared scenes.
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Description

Technical Field

[0001] This invention relates to the field of computer software and game technology, and specifically to a method for differentiated game version updates. Background Technology

[0002] With the continuous development of the online game industry, the frequency of game version iterations has accelerated significantly, and version updates have become a core aspect of game operation. Existing game version update technologies mainly adopt methods such as full updates, incremental updates, and hot updates. In recent years, coarse-grained differentiated distribution strategies based on player device configuration, channel source, or geographical region have also emerged.

[0003] However, the aforementioned technical solutions generally suffer from the following technical defects: First, existing differentiation dimensions remain at the hardware and channel level, failing to delve into the implicit group latency and dispersion characteristics within the stable muscle memory-based operation feedback loop structure of individual players. This results in updated content often forcibly disrupting the consistency of responses at different operation frequencies, causing mismatches in player operation rhythms and sudden changes in feel. Second, existing update mechanisms in multi-player shared interaction scenarios use uniform version pushes or simple version number compatibility judgments, ignoring individual differences in players' tolerance for the flatness of group latency and the amount of dispersion accumulation in the operation feedback loop. When some players experience inconsistent phase velocities between frequency bands of the client's reflexive loop due to version differences, there is a lack of effective conflict detection and arbitration methods, easily leading to disordered interaction logic and state fragmentation in shared scenarios. Third, although existing hot update technology can achieve non-stop updates, it does not establish a real-time feedback loop for the group latency and dispersion characteristics of the player's reflexive loop during the update process. It cannot dynamically adjust the injection rhythm based on the real-time adaptation of players to changes in response consistency at different operation frequencies, posing a technical risk of high update failure rates.

[0004] Therefore, there is an urgent need for a game version differentiation update method that can deeply understand the latency characteristics of the closed-loop group of implicit player operation feedback, take into account the phase velocity consistency between frequency bands in multi-player scenarios, and has real-time adaptive capabilities. Summary of the Invention

[0005] The purpose of this invention is to provide a differentiated update method for game versions, in order to solve the technical problems of existing game version update technologies that ignore the implicit group latency-dispersion characteristics in the closed loop of individual player operation feedback, lack a conflict arbitration mechanism for individual tolerance differences in multi-player shared scenarios, and cannot dynamically adjust the injection rhythm according to the real-time adaptation of players during hot updates.

[0006] To solve the above-mentioned technical problems, the present invention specifically provides the following technical solution: A method for differentiated game version updates includes the following steps: S1. Acquire operation sequences and feedback sequences, extract reflexive loop topology, divide frequency bands to extract group delay feature spectrum and dispersion feature spectrum, calculate loop inertial weight, and construct reflexive tolerance baseline; S2. Decouple the version content into atomic difference units, evaluate the group delay offset and dispersion increment based on the reflexive loop topology, filter the units that do not exceed the baseline threshold, and assemble the group delay compatible slice together with the reusable files that are successfully matched in the residual index to establish a reflexive verification anchor point. S3. Progressively inject group delay-compatible slices and monitor group delay drift and dispersion shift. In case of multiple conflicts, trigger shared reflexivity arbitration, perform loop closure compensation according to the reflexivity tolerance baseline, and write to the residual index.

[0007] As a preferred embodiment of the present invention, S1 specifically includes: S11. Update the control module to mark each operation input event and its corresponding triggered state feedback event, calculate the time delay coupling strength of the two through cross-correlation analysis, and remove weakly correlated event pairs with coupling strength lower than a preset threshold; S12. The update control module divides the remaining operation input events into low-frequency band, mid-frequency band and high-frequency band according to the interval duration, counts the time difference distribution from operation occurrence to feedback occurrence in each frequency band, fits the group delay characteristic spectrum, and calculates the dispersive characteristic spectrum. S13. The updated control module obtains the loop inertia weight by weighted summation of group delay flatness, dispersion accumulation and loop historical activation ratio, and completes the reflexivity tolerance baseline calibration based on the maximum group delay offset threshold and the maximum dispersion increment threshold.

[0008] As a preferred embodiment of the present invention, S11 specifically includes: S111. Update the control module to collect every operation trigger signal and its timestamp generated by the player's input device with system interrupt-level precision, and at the same time record the state feedback event and its timestamp of each frame output by the game engine to form the original event pair sequence; S112. The update control module performs sliding grouping of the original event pair sequence according to time windows, calculates the cross-correlation function between the operation input event and the status feedback event in each window, and extracts the time delay value corresponding to the peak value of the cross-correlation function as a candidate time delay. S113. The update control module determines the most frequent delay value among the candidate delays as the main coupling delay of the operation-feedback pair, and uses the ratio of the peak value of the cross-correlation function to the sum of the signal energy within the window as the delay coupling strength. It removes weakly correlated event pairs with coupling strength lower than the preset threshold and retains strongly coupled event pairs for subsequent frequency band division.

[0009] As a preferred embodiment of the present invention, S12 specifically includes: S121. Update the control module to extract the operation event interval duration corresponding to each strongly coupled event pair retained in step S11, define the reciprocal of the operation event interval duration as the operation frequency, sort all strongly coupled event pairs from low to high operation frequency and divide them into three frequency bands: low frequency band, mid frequency band and high frequency band. S122. The update control module calculates the time difference between each operation input event and its corresponding status feedback event in the three frequency bands, calculates the arithmetic mean of the time differences in each frequency band as the average transmission delay, and calculates the difference between the maximum and minimum values ​​of the average transmission delays in the three frequency bands as the inter-band delay difference. S123. The update control module uses the operation frequency as the horizontal axis and the average transmission delay as the vertical axis to perform cubic spline interpolation fitting on the coordinate points of the three frequency bands to obtain the group delay characteristic spectrum curve. At the same time, the variance of the first derivative of the curve is calculated as the dispersive characteristic spectrum characterization quantity.

[0010] As a preferred embodiment of the present invention, S13 specifically includes: S131. The update control module calculates the sum of the squares of the second derivatives of the group delay characteristic spectrum curve in each frequency band as the group delay flatness, and calculates the product of the dispersion characteristic spectrum characterization and the time delay difference between frequency bands as the dispersion accumulation. S132. The update control module counts the number of activations of each reflexive loop in the most recent N version updates. The proportion of the activation count of each loop to the total number of activations is used as the historical activation frequency weight of the loop. The update control module weights the group delay flatness, dispersion accumulation and the historical activation frequency weight of the loop according to a preset ratio to obtain the inertia weight of each reflexive loop. S133. The updated control module takes the median of the inertial weights of all loops in each frequency band as the basic time delay tolerance value of the frequency band, takes the interquartile range of the inertial weights as the offset margin, takes the sum of the basic time delay tolerance value and the offset margin as the maximum allowable group time delay offset threshold of the frequency band, and takes the offset margin as the maximum allowable dispersion increment threshold, thus completing the calibration of the player's personalized reflexivity tolerance baseline.

[0011] As a preferred embodiment of the present invention, S2 specifically includes: S21. The update control module parses the operation response chain and status feedback chain of the version to be updated, encapsulates each change in response logic, change in feedback logic, or change in transmission parameters into an atomic difference unit, and generates a unique identifier and hash feature for each atomic difference unit. S22. The update control module matches the hash feature of each atomic difference unit with the hash value in the historical update residual file index. For residual files that match successfully and have valid version compatibility identifiers, they are marked as second-type fragment reuse units and their path information is extracted. S23. For the remaining atomized difference units that failed to match, the update control module calculates the loop inertia weight of the target reflexive loop they touch, evaluates the group delay offset and dispersion increment introduced by each, and marks the units that do not exceed the threshold corresponding to the reflexive tolerance baseline as first-class compatible units. S24. The update control module arranges the first type of compatible unit and the second type of fragment multiplexing unit according to the original triggering timing in the reflexive loop, splices them into a group delay compatible slice, and embeds a verification anchor point in the slice header. The verification anchor point includes the reflexive loop identifier involved, the expected group delay offset of each atomic difference unit and its cumulative value.

[0012] As a preferred embodiment of the present invention, S22 specifically includes: S221. The update control module extracts the first 8 bytes of the hash feature of each atomic difference unit as a fast matching index key, performs a first-level search in the hash inverted table of the historical update residual file index, and filters out candidate residual file records that match the hash key. S222. The update control module compares the complete hash value of each candidate residual file record and checks whether the version compatibility identifier in the record intersects with the current target version number range. If the complete hash value is consistent and the version compatibility identifier is valid, the match is determined to be successful. S223. The update control module extracts the physical storage path and reflexivity loop identifier from the successfully matched residual file records, marks the residual file as a second type of fragment reuse unit, and adds a reuse timestamp record to the index for use by subsequent index eviction policies.

[0013] As a preferred embodiment of the present invention, S3 specifically includes: S31. The update control module will queue the group delay compatible slices in ascending order of the expected group delay offset in the verification anchor point, and inject them into the player client one by one in a non-stop manner. During the injection, the real-time group delay drift and dispersion cumulative offset of the reflexive loop will be continuously collected. S32. When a conflict in the shared scene world state is detected, the update control module collects the reflexivity tolerance baseline of each player, calculates the tolerance score of each atomized difference unit under each player, rearranges the priority according to the score from high to low, and executes the version logic of the atomized difference unit with high tolerance first. S33. For player clients whose group delay offset exceeds their tolerance baseline due to conflicts, the update control module dynamically inserts compensation frames or adjusts the local feedback timing reference backward based on the expected offset recorded by the verification anchor point and the monitored real-time drift, to complete the loop closure compensation. S34. After injection is complete, the update control module writes the hash value of the successfully injected atomic difference unit, the associated reflexive loop identifier, the actual group delay offset, and the current version identifier into the historical update residual file index.

[0014] As a preferred embodiment of the present invention, S32 specifically includes: S321. When the update control module detects a world state conflict, it extracts the list of atomic difference unit identifiers involved in the conflict event and the identifiers of all players involved in the conflict, and synchronously obtains the current reflexivity tolerance baseline parameters from each player's client. S322. Update the control module for each atomized difference unit, traverse all conflicting players, and calculate the tolerance score of the unit under each player's tolerance baseline. The tolerance score is equal to the maximum allowable group delay offset threshold of the corresponding frequency band of the player's client minus the absolute value of the difference between the real-time group delay drift and the expected group delay offset recorded in the verification anchor point. S323. Update the control module to take the minimum tolerance score among all conflicting players as the unit's overall tolerance for each atomic difference unit, and sort all atomic difference units involved in the conflict in descending order of overall tolerance from high to low to form a conflict resolution priority queue. S324. The update control module executes the version logic of each atomic difference unit in sequence according to the priority queue. For units with a tolerance score of less than 0, the loop closure compensation operation in step S33 is triggered directly.

[0015] As a preferred embodiment of the present invention, S33 specifically includes: S331. The update control module determines the compensation step size based on the size of the group delay deviation value, wherein the group delay deviation value is the absolute value of the difference between the real-time group delay drift and the expected group delay offset recorded by the verification anchor point; when the group delay deviation value is within the range of 1 to 2 times the maximum allowable group delay offset threshold, a single-frame compensation strategy is adopted to adjust the local state feedback timing reference backward by a fixed time unit. S332. When the group delay deviation exceeds twice the maximum allowable group delay offset threshold, a multi-frame progressive compensation strategy is adopted, and compensation frames are dynamically inserted in the subsequent frames, with each frame compensation not exceeding half of the maximum allowable group delay offset threshold. S333. After performing the compensation operation, the update control module resamples the actual group delay offset after compensation. If it still exceeds the threshold, the compensation operation is repeated until the offset falls back to within the threshold. At the same time, the parameters of this compensation operation are recorded in the local log for subsequent baseline correction.

[0016] Compared with the prior art, the present invention has the following advantages: 1. By introducing group delay-dispersion theory to model the player operation feedback link, the reflexive loop topology and banded group delay feature spectrum are extracted to construct a personalized reflexive tolerance baseline, breaking through the limitations of coarse-grained hardware distribution and realizing player-level differentiated adaptation from the deep structure of operation rhythm.

[0017] 2. Based on reflexive loop topology, version differences are decoupled into atomic difference units, group delay offset and dispersion increment are evaluated, and the data are screened and recombined into group delay compatible slices and reused historical residual files. This allows for accurate updates while maintaining the selective transmission characteristics of player operation feedback frequency.

[0018] 3. Real-time monitoring of group latency drift during the incremental injection process; in case of conflicts in multi-user scenarios, arbitration priority based on personalized tolerance baseline and loop closure compensation are performed to dynamically adjust the feedback timing benchmark, thereby achieving collaborative protection of differentiated updates and reflexivity consistency in multi-user shared scenarios. Attached Figure Description

[0019] To more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings in the following description are merely exemplary, and those skilled in the art can derive other embodiments based on the provided drawings without creative effort.

[0020] Figure 1 This is a flowchart illustrating the method described in Embodiment 1 of the present invention.

[0021] Figure 2 This is a framework diagram of the system described in Embodiment 2 of the present invention. Detailed Implementation

[0022] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0023] The concepts involved in this application will first be described with reference to the accompanying drawings. It should be noted that the following descriptions of various concepts are only for the purpose of making the content of this application easier to understand and do not constitute a limitation on the scope of protection of this application; furthermore, the embodiments and features in the embodiments of this application can be combined with each other unless otherwise specified. This application will now be described in detail with reference to the accompanying drawings and embodiments.

[0024] Example 1, as Figure 1As shown, the present invention provides a method for differentiated game version updates, comprising the following steps: S1. Acquire operation and feedback sequences, extract reflexive loop topology, divide frequency bands to extract group delay and dispersion feature spectra, calculate loop inertial weights, and construct reflexive tolerance baselines; specifically including: S11. Strong coupling identification and main coupling delay extraction of operation input and state feedback events, specifically: S111. High-precision acquisition of operation trigger signals and status feedback events, and construction of raw event pair sequences, specifically: The update control module embeds a microsecond-level timestamp acquisition thread into the player client process, directly interfacing with the operating system kernel clock. This thread obtains the current system timestamp by querying the CPU's high-precision performance counter register, achieving microsecond-level accuracy. When a player initiates an operation via an input device, the input device driver layer generates a hardware interrupt signal. The update control module's interrupt listening hook captures this signal the instant the hardware interrupt is triggered and immediately reads the current count value from the CPU's high-precision performance counter register. This count value is then converted to a standard time format and recorded as the operation input event timestamp.

[0025] At the same time, the update control module deploys a state feedback event probe in the main loop rendering thread of the game engine. This probe scans the message queue of the game engine before each frame is rendered and output. When it detects a game entity state change message caused by player operation, it immediately reads the current count value of the high-precision performance counter register of the same central processing unit and records it as a state feedback event timestamp.

[0026] The update control module establishes event pairing rules, uniquely pairing the operation trigger signal on the same operation intent link with the first valid state feedback event it triggers. The pairing results are written into a circular buffer in chronological order to form the original event pair sequence. Each event pair in this sequence precisely contains two timestamps: the time when the operation occurs and the time when the feedback is generated, providing the underlying data foundation for subsequent cross-correlation analysis and frequency band division.

[0027] S112. Sliding window cross-correlation operation and candidate delay extraction, specifically: The update control module sets a fixed-length sliding time window, ranging from 10s to 120s, with a classic value of 30s. The module slides the original event pair sequence according to this fixed window length, with the window sliding step size set to half the window length to ensure overlapping areas between adjacent windows and maintain the continuity of time delay estimation. Within each sliding window, the update control module converts the operation input event sequence into a discrete pulse sequence with a fixed sampling period of 1ms. The moment of the operation input event is marked as a pulse amplitude of 1, and other moments are marked as amplitude of 0. Simultaneously, the update control module converts the state feedback event sequence into a discrete response sequence, with the moment of the state feedback event marked as the actual feedback intensity value, and other moments marked as amplitude of 0.

[0028] The update control module performs cross-correlation calculations on the discrete pulse sequence and discrete response sequence within the window. Specifically, it fixes the discrete pulse sequence and gradually shifts the discrete response sequence. Under each shift lag, it calculates the sum of the products of corresponding points of the two sequences to obtain the cross-correlation function curve. In the cross-correlation calculation, the update control module fixes the operation input event sequence as the reference sequence, shifts only the state feedback event sequence, and retains only the cross-correlation results in the positive lag direction where the state feedback event lags behind the operation input event, while eliminating the results in the negative lag direction. This establishes the causal transmission direction as from the operation node to the feedback node. The update control module traverses all peak points of the cross-correlation function curve, extracts the shift lag corresponding to the maximum value of the cross-correlation function, multiplies the lag by the sampling period to convert it into a time unit, and uses it as the candidate time delay between the operation input event and the state feedback event within the window.

[0029] S113. Determining the main coupling delay and filtering strongly coupled event pairs, specifically: The update control module summarizes the candidate delay values ​​extracted from all sliding windows in step S112, and constructs a statistical histogram of candidate delay distribution. The horizontal axis represents the candidate delay value, and the vertical axis represents the frequency of the delay value in all windows. The update control module traverses the histogram and determines the candidate delay value with the highest frequency as the main coupling delay between the player's current operation input event and the status feedback event. The main coupling delay represents the most stable transmission delay benchmark in the player operation feedback link.

[0030] The update control module further calculates the ratio of the peak value of the cross-correlation function within each sliding window to the sum of the energy of the discrete response sequence signals within the window. This ratio is defined as the time-delay coupling strength, which ranges from 0 to 1. The preset coupling strength threshold ranges from 0.3 to 0.7, with a classic value of 0.5. The update control module compares the time-delay coupling strength of each sliding window with the preset coupling strength threshold. Event pairs with a time-delay coupling strength lower than the preset threshold are identified as weakly correlated event pairs and removed. Strongly coupled event pairs with a time-delay coupling strength reaching or exceeding the preset threshold are retained, forming a set of strongly coupled event pairs. Each event pair in this set has a clear primary coupling time delay identifier and a time-delay coupling strength identifier, which are used for subsequent frequency band division and reflexive loop topology construction.

[0031] S12. Frequency band division and construction of group time delay characteristic spectrum and dispersive characteristic spectrum, specifically: S121. Operation frequency extraction and three-band equal frequency division, specifically: The update control module reads step S11 to filter and retain all strongly coupled event pairs, traverses each strongly coupled event pair in the set, extracts the time interval between two adjacent operation input events, and defines the reciprocal of the time interval as the operation frequency of the event pair. The unit of operation frequency is Hz, which represents how frequently the player initiates operations per unit time.

[0032] The update control module sorts all strongly coupled event pairs in ascending order according to their calculated operation frequencies, forming an ordered event pair sequence. Based on the principle of equal frequency partitioning, the update control module evenly divides this ordered event pair sequence into three intervals with completely equal numbers of pairs. The interval with the lowest operation frequency is defined as the low-frequency band, the interval with the middle operation frequency as the mid-frequency band, and the interval with the highest operation frequency as the high-frequency band. Each frequency band contains the same number of strongly coupled event pairs, ensuring that each frequency band has equal sample support in subsequent statistical calculations and avoiding group delay estimation bias due to sample imbalance.

[0033] S122. Point-to-point delay statistics for each frequency band and calculation of delay differences between frequency bands, specifically: The update control module performs independent statistical calculations for the three frequency bands: low frequency, mid frequency, and high frequency. Within each frequency band, the update control module extracts the difference between the timestamp of the operation input event and the timestamp of the status feedback event in each strongly coupled event pair within that frequency band. This difference is defined as the point-to-point transmission delay of that event pair. The point-to-point transmission delays of all strongly coupled event pairs within that frequency band are summed to form the point-to-point transmission delay set of that frequency band.

[0034] The update control module calculates the arithmetic mean of the point-to-point transmission delays within the set, and uses the result as the average transmission delay for that frequency band. The average transmission delay characterizes the baseline delay level of the system response under the player's operation rhythm. The update control module further extracts the average transmission delays of three frequency bands: low frequency band, mid frequency band, and high frequency band, identifies the maximum and minimum values, and calculates the difference between the maximum and minimum values ​​as the inter-band delay difference. The inter-band delay difference quantifies the dispersion of the system response delay under different operation rhythms, providing core input for subsequent dispersion feature evaluation.

[0035] S123. Fitting group time delay characteristic spectrum curves and extracting dispersive characteristic spectrum characterizations, specifically: The update control module uses the operation frequency as the horizontal axis and the average transmission delay as the vertical axis to accurately mark the coordinate points corresponding to the low-frequency band, mid-frequency band, and high-frequency band in a two-dimensional rectangular coordinate system. The horizontal axis value is the average value of all strongly coupled events in each band with respect to the operation frequency, and the vertical axis value is the average transmission delay of each band calculated in step S122. The update control module calls the cubic spline interpolation algorithm to construct piecewise cubic polynomial curves between adjacent frequency band coordinate points. By solving the three bending moment equations, the coefficients of each piecewise polynomial are determined to ensure that the curve has continuous first and second derivatives at the connection points of adjacent coordinate points, thereby fitting a smooth and oscillatory group delay characteristic spectrum curve.

[0036] The update control module performs a first-order derivative operation on the group delay characteristic spectrum curve to obtain the slope change sequence of the curve at each frequency band. This slope change sequence reflects the sensitivity of the group delay to changes in operation frequency. The update control module calculates the variance value of this slope change sequence and uses this variance value as a dispersive characteristic spectrum characterization quantity. The larger the dispersive characteristic spectrum characterization quantity, the more severe the group delay fluctuation under different operation frequencies, and the more serious the frequency selective distortion of the player operation feedback link.

[0037] S13. Loop inertia weight calculation and reflexivity tolerance baseline calibration are as follows: S131. Calculation of group delay flatness and dispersion accumulation, specifically: The update control module performs second-order numerical differentiation on the group delay characteristic spectrum curve obtained from step S123. Specifically, it uses the central difference method to calculate the second-order derivative values ​​of the curve at three frequency bands: low-frequency, mid-frequency, and high-frequency. The calculation step size of the central difference method is half the difference between the average operating frequencies of adjacent frequency bands. At each frequency band point, the function values ​​of the two adjacent frequency band points are weighted and differ to obtain the curvature change data at that point. The update control module summarizes the curvature change data of the three frequency band points to form a curvature change data sequence. It calculates the square value of each data point in the sequence, sums the three square values, and uses the sum as the group delay flatness. The larger the group delay flatness value, the more violent the fluctuation of the group delay characteristic spectrum curve, and the higher the player's sensitivity to delay changes within that frequency band.

[0038] The update control module reads the dispersion characteristic spectrum characterization obtained in step S123 and the inter-band time delay difference obtained in step S122, multiplies the two, and uses the product as the dispersion accumulation. The dispersion accumulation comprehensively reflects the cross-band time delay discrete accumulation effect in the player operation feedback link.

[0039] S132. Statistics on historical activation frequency of loops and calculation of loop inertia weight, specifically: The update control module maintains a reflexive loop activation log file locally on the player client. This file records the historical activation records of each reflexive loop within the most recent N version update cycles, where N ranges from 5 to 20, with a classic value of 10. The update control module iterates through this activation log file, counting the number of times each reflexive loop has been fully triggered in the most recent N version updates, thus obtaining the absolute activation count of each loop. The update control module calculates the sum of the absolute activation counts of all reflexive loops, divides the absolute activation count of each loop by this sum, and obtains the historical activation frequency weight of that loop. The historical activation frequency weight represents the proportion of that loop in the player's overall operating habits.

[0040] The update control module performs a weighted summation operation on the group delay flatness and dispersion accumulation obtained in step S131 and the historical activation frequency weight of the loop according to a preset weighting ratio. The weighting ratio ranges from 20% to 40% for group delay flatness, 30% to 50% for dispersion accumulation, and 20% to 40% for historical activation frequency weight. The classic value is 30% for group delay flatness, 40% for dispersion accumulation, and 30% for historical activation frequency weight. The weighted summation result is used as the loop inertia weight of the reflexive loop. The larger the loop inertia weight, the deeper the degree of solidification of the loop in the player's operating habits.

[0041] S133. Baseline calibration and threshold generation for reflexive tolerance, specifically: The update control module extracts the loop inertia weight values ​​of all reflexive loops in each of the low-frequency, mid-frequency, and high-frequency bands, forming an inertia weight set for that band. The update control module sorts this set in ascending order and calculates its median. The median is used as the base latency tolerance value for that band, representing the general tolerance of players to group latency offset within that band. The update control module further calculates the upper and lower quartiles of this set, and the difference between them is taken as the interquartile range. This interquartile range is used as the offset margin, reflecting the range of individual differences in tolerance among the player group.

[0042] The update control module sums the base delay tolerance value and the offset margin, and sets the sum as the maximum allowable group delay offset threshold for that frequency band. At the same time, the offset margin is directly set as the maximum allowable dispersion increment threshold for that frequency band. The update control module summarizes the maximum allowable group delay offset threshold and the maximum allowable dispersion increment threshold for the low frequency band, mid frequency band and high frequency band respectively to form a personalized reflexivity tolerance baseline for the player.

[0043] S2. Decouple the version content into atomic difference units, evaluate the group delay offset and dispersion increment based on the reflexive loop topology, select units that do not exceed the baseline threshold, and assemble them together with reusable files that match in the residual index to form a group delay compatible slice, establishing a reflexive verification anchor point; specifically including: S21. Decoupling and encapsulation of atomized difference units and generation of hash features, specifically: The update control module downloads the version content package to be updated from the version server. This version content package includes binary difference patch files and version changelogs. The update control module first performs structured parsing on the version changelogs, extracting the operation response dependencies and status feedback triggering relationships recorded therein. Based on the dependencies, the binary difference data in the version content package is separated into two independent logical chains: the operation response chain and the status feedback chain. The operation response chain records the changes in the response logic of each operation node, and the status feedback chain records the changes in the generation logic of each feedback node.

[0044] In a reflexive loop topology, the operating node and feedback node are connected by a directed coupling edge. This directed coupling edge represents the signal transformation relationship during the transmission of the operating input event to the state feedback event. The transmission parameters are the quantized configuration data defining this transformation relationship, specifically including the transmission delay reference value from the operating input event to the state feedback event, the feedback gain coefficient, the signal smoothing filter coefficient, the trigger threshold, and the coefficients of the nonlinear mapping function. The update control module iterates through the response logic change entries in the operating response chain, identifying the transmission parameter changes for each directed coupling edge, i.e., modifications to the aforementioned transmission delay reference value, feedback gain coefficient, signal smoothing filter coefficient, trigger threshold, or nonlinear mapping function coefficients in the version update. Simultaneously, it iterates through the feedback logic change entries in the state feedback chain, identifying the changes to the generation logic of each feedback node.

[0045] The update control module decouples and extracts each independent change in response logic, feedback logic, or propagation parameter, encapsulating it into an atomic difference unit. Each atomic difference unit is the smallest indivisible update granularity and includes at least one operation node response logic change, one feedback node generation logic change, or one directed coupling edge propagation parameter change. The update control module generates a globally unique identifier for each atomic difference unit and calls the SHA-256 algorithm interface in the cryptographic hash library. Taking the complete binary content of the atomic difference unit as the input message, it processes it through message padding, block processing, 64 rounds of compression function iteration, and modular addition, outputting a fixed-length hash digest of 256 bits. This digest is then encoded in hexadecimal as the hash feature of the atomic difference unit, used for subsequent residual file index matching and update record tracing.

[0046] S22. The fast matching of residual file indexes and the determination of the second type of fragment reuse unit are as follows: S221. Fast indexing and candidate record filtering using atomized differential unit hash features, specifically: The update control module reads the hash features of each atomic difference unit generated in step S21. The hash features are 256-bit strings encoded in hexadecimal. The update control module extracts the first 8 bytes, i.e. the first 16 hexadecimal characters, from the beginning of the string as a fast matching index key.

[0047] The update control module loads the locally maintained historical update residual file index, which contains a pre-built hash inverted index. The hash inverted index uses the first 8 bytes of the hash value of the residual file record as the key and a list of residual file records with the same first 8-byte hash prefix as the value. The update control module uses the extracted fast matching index key as the query condition and performs a first-level search in the hash inverted index to locate all residual file records with the same first 8-byte hash prefix, forming a candidate residual file record set. This first-level search achieves fast filtering through hash prefix matching, avoiding a complete traversal of all residual file records and improving matching efficiency.

[0048] S222. Complete hash comparison and version compatibility verification of candidate residual file records, specifically: The update control module iterates through the candidate residual file record set selected in step S221, performing a complete hash value comparison on each record in the set. Specifically, it reads the complete hash value stored in the record and compares it character by character with the complete hash feature of the current atomic difference unit. If the two are completely identical, it proceeds to the version compatibility identifier verification stage; otherwise, it directly removes the candidate record. The version compatibility identifier is recorded in the form of a closed interval consisting of the start version number and the end version number. The current target version number is represented in semantic version number format. The update control module determines whether the current target version number falls within the closed interval or whether the closed interval overlaps with the current version update target interval by comparing the major version number, minor version number, and revision number bit by bit.

[0049] S223. Successfully matched residual files' reuse markers and index updates, specifically: For the residual file record that was determined to be a successful match in step S222, the update control module reads its physical storage path information and the associated reflexive loop identifier from the fields of the record; the update control module locates the actual location of the residual file in the local storage medium based on the physical storage path, and marks the residual file as a second type of fragment reuse unit. This marking status indicates that the file can directly participate in the group latency compatible slice assembly of the current version update without having to be downloaded or generated again.

[0050] Meanwhile, the update control module adds a reuse timestamp record to the historical update residual file index for the successfully matched record, and records the current system time as the time node when the residual file was last reused; this reuse timestamp record is used for subsequent index eviction strategies. When the index capacity reaches the preset limit, the system sorts the records according to their reuse timestamps from oldest to newest, and prioritizes the elimination of old records that have not been reused for a long time, so as to maintain the timeliness and storage economy of the index.

[0051] S23. Loop inertia weight evaluation and selection of first-type compatible units, specifically: For the remaining atomic difference units that were not successfully matched in the residual file index in step S22, the update control module performs reflexive loop access identification and perturbation degree evaluation one by one; based on the reflexive loop topology structure constructed in step S1, the update control module traverses the operation node identifier, feedback node identifier and directed coupling edge identifier involved in each atomic difference unit, identifies the target reflexive loop accessed by the atomic difference unit, and reads the loop inertia weight of the target reflexive loop marked in step S1.

[0052] The updated control module evaluates three perturbation indicators introduced by the atomized difference unit to the target reflexive loop: the first is the group delay offset, specifically evaluating the change in the average transmission delay from the operation input event to the state feedback event in each frequency band relative to the calibration baseline in step S1 after the atomized difference unit changes the operation node response logic; the second is the dispersion increment, specifically evaluating the increment of the sum of absolute values ​​of delay differences between all frequency bands relative to the cumulative amount of the calibration baseline in step S1 after the atomized difference unit changes the feedback node generation logic; the third is the inter-band phase velocity difference, specifically evaluating the ratio difference of the state feedback amount generated per unit operation intensity in adjacent frequency bands after the atomized difference unit changes the directed coupling side conduction characteristics. The inter-band phase velocity difference is used as an auxiliary reference indicator to provide secondary judgment criteria when both the group delay offset and the dispersion increment are at critical values, and does not directly participate in the threshold screening of the reflexive tolerance baseline.

[0053] The update control module reads the player-specific reflexivity tolerance baseline constructed in step S1. This baseline includes the maximum allowable group delay offset threshold and the maximum allowable dispersion increment threshold for the low-frequency band, mid-frequency band, and high-frequency band, respectively. The update control module compares the evaluated group delay offset with the maximum allowable group delay offset threshold for the corresponding frequency band, and also compares the dispersion increment with the maximum allowable dispersion increment threshold for the corresponding frequency band. Only atomic difference units whose group delay offset and dispersion increment do not exceed the corresponding thresholds are retained and marked as first-class compatible units, and included in subsequent group delay compatible slice assembly. For atomic difference units whose group delay offset or dispersion increment exceeds the corresponding threshold, they are determined to exceed the player-specific reflexivity tolerance baseline, are removed, and recorded in the pending delay processing queue.

[0054] S24. Timing assembly and verification anchor embedding of group delay-compatible slices, specifically: The update control module incorporates the first type of compatible units selected in step S23 and the second type of fragmented reuse units marked in step S22 into the set to be assembled. The update control module traverses each unit in the set, reads the reflexive loop identifier recorded by each unit in the encapsulation or index matching stage, and establishes a mapping relationship table between the unit and the target reflexive loop. For the second type of fragmented reuse unit, the update control module simultaneously reads its physical storage path and transmission parameter configuration to ensure that the reused file is compatible with the current version context.

[0055] The update control module sorts all units included in the assembly set based on the native triggering sequence of each operation node in the reflexive loop topology. Specifically, it queries the order in which the operation nodes touched by each unit appear in the player's historical high-frequency operation sequence, and arranges the corresponding units according to the natural triggering order of the operation nodes from first to last, forming a unit sequence that conforms to the rhythm of the player's actual operation chain. If multiple units touch the same operation node, they are sorted a second time according to their evaluated group delay offset from smallest to largest to ensure that low-disturbance units are prioritized. If a single atomic difference unit touches multiple operation nodes, the triggering order of the first occurrence of the node among the operation nodes changed by that unit in the player's historical high-frequency operation sequence is used as the sorting basis for that unit.

[0056] The update control module segments and splices the sorted unit sequence according to the principles of continuity and integrity to form several group delay-compatible slices. Each group delay-compatible slice contains one or more atomic differential units or second-type fragment multiplexing units, and the reflexive loop identifiers on which each unit in the same slice depends have logical correlation, ensuring that the reflexive loop topology structure of the player client maintains coherent conduction characteristics after the slice is injected.

[0057] The update control module embeds a cross-player reflexivity consistency check anchor point in the header of each group latency compatible slice. This check anchor point accurately records the list of reflexive loop identifiers that all units in the slice depend on, the expected group latency offset of each atomic difference unit, and the cumulative value of the expected group latency offset of all units. This check anchor point serves as the benchmark reference data in the subsequent S3 progressive injection process. When multiple players have world state conflicts due to version differences in a shared interaction scenario, a shared reflexivity consistency arbitration mechanism is triggered. The arbitration mechanism reads the cumulative value recorded by the check anchor point to provide the expected group latency offset basis for loop closure compensation operations, dynamically inserting compensation frames or adjusting the timing benchmark of local state feedback.

[0058] S3. Progressively inject group delay-compatible slices and monitor group delay drift and dispersion shift. In case of multi-user conflicts, trigger shared reflexive arbitration, perform loop closure compensation based on the reflexive tolerance baseline, and write to the residual index; specifically including: S31. Priority queuing and non-stop incremental injection of group delay-compatible slices are as follows: The update control module reads the group latency compatible slice set generated in step S24, extracts the verification anchor point embedded in the header of each group latency compatible slice, and parses the accumulated value of the expected group latency offset recorded therein. The update control module sorts each group latency compatible slice in ascending order according to the accumulated value of the expected group latency offset, forming an injection priority queue to ensure that slices with low group latency disturbances are injected first, reducing the early impact on the player operation feedback link.

[0059] The update control module adopts a memory page-level hot-swap strategy. It sequentially retrieves group latency-compatible slices from the injection priority queue, maps the binary code and configuration data of the atomic difference units in the slice to the corresponding code page and data page in the client's running memory, and maintains the continuous execution state of the player's current game main thread during the mapping process without interrupting the game engine's rendering loop and logic update loop.

[0060] After each group of latency-compatible slices completes memory mapping, the update control module immediately starts a real-time monitoring thread. By deploying a lightweight probe at the game engine's message distribution layer, it intercepts the operation input event stream and status feedback event stream of the current frame, calculates the point-to-point transmission latency from the current operation input event to the corresponding status feedback event, and compares this latency with the baseline latency calibrated in step S1 to obtain the real-time group latency drift. Simultaneously, the update control module calculates the increment of the sum of the absolute values ​​of the latency differences between each frequency band relative to the cumulative amount of the baseline calibrated in step S1, obtaining the dispersion cumulative offset. The update control module continuously writes the real-time group latency drift and dispersion cumulative offset into a circular monitoring buffer in a time sequence for subsequent shared scene conflict arbitration and loop closure compensation calls.

[0061] S32. Detection and tolerance priority arbitration of shared scene world state conflicts, specifically: S321. The extraction of atomized difference units of conflict events is synchronized with the player baseline, specifically: The update control module deploys a state consistency probe in multi-player shared interaction scenarios. This probe polls the key state vectors of shared game entities in each player's client at a fixed period. When it detects that the hash digests of the state vectors of any two player clients for the same shared game entity are inconsistent, it is determined that a world state conflict has occurred. The fixed period ranges from 50ms to 1000ms, with a classic value of 200ms.

[0062] The update control module immediately extracts a list of atomic difference unit identifiers involved in the conflict event. This list contains version change unit identifiers that caused differences in the state vectors of each client. Simultaneously, the update control module extracts the identifiers of all player clients involved in the conflict and sends baseline synchronization request messages to each player client. Upon receiving the message, each client returns its locally maintained reflexive tolerance baseline parameters, including the maximum permissible group delay offset threshold and the maximum permissible dispersion increment threshold for the low-frequency, mid-frequency, and high-frequency bands. The update control module summarizes the reflexive tolerance baseline parameters of each player and establishes a mapping table between player identifiers and baseline parameters, providing a data foundation for subsequent tolerance score calculations.

[0063] S322. Cross-player tolerance rating calculation for atomized difference units, specifically: The update control module iterates through the list of atomic difference unit identifiers involved in the conflict event and performs cross-player tolerance assessment for each atomic difference unit. The update control module extracts the verification anchor point embedded in the group latency compatibility slice header to which the atomic difference unit belongs and reads the expected group latency offset of each atomic difference unit recorded in the verification anchor point. The update control module iterates through all player clients involved in the conflict and reads the real-time group latency drift of each player's current reflexivity loop obtained from real-time monitoring in step S31.

[0064] The update control module calculates the absolute value of the difference between the real-time group delay drift and the expected group delay offset. The difference between the maximum allowable group delay offset threshold and this absolute value is used as a tolerance score. The larger the score, the greater the margin and the more tolerant the user. The update control module then aggregates the tolerance scores of each atomic difference unit across all conflicting players to form a cross-player tolerance score set for that unit.

[0065] S323. Comprehensive tolerance calculation and conflict resolution priority queue construction, specifically: The update control module performs statistical calculations on the cross-player tolerance score set of each atomized difference unit, extracts the minimum value in the set as the comprehensive tolerance of the unit, and the comprehensive tolerance represents the weakest link of the atomized difference unit in the conflicting player group, that is, the tolerance margin shown by the player who is least tolerant of the change. The minimum value strategy is adopted to ensure that the arbitration result takes into account the worst adaptability in the group and avoids the collapse of shared scene interaction due to the severe incompatibility of individual players.

[0066] The update control module sorts all atomic difference units involved in the conflict in descending order of their overall tolerance. Higher overall tolerance indicates better compatibility within the population, and therefore, the unit should be executed with higher priority. The update control module then writes the descendingly sorted sequence of atomic difference units into a conflict resolution priority queue. The queue head contains the units with the highest overall tolerance, and the tail contains the units with the lowest overall tolerance, providing a clear order for the subsequent execution of version logic.

[0067] S324. Priority queue sequential execution and over-limit compensation triggering, specifically: The update control module retrieves atomic difference units in the order of the conflict resolution priority queue and executes their version logic, prioritizing the application of units with high overall tolerance to maximize the overall compatibility of the conflicting player group.

[0068] Before executing the version logic of each atomic difference unit, the update control module checks the tolerance score of the unit at each conflicting player. If any player's tolerance score is less than 0, it is determined that the unit causes group latency disturbances that exceed the tolerance range for that player. The update control module immediately marks the atomic difference unit as a unit to be compensated, suspends the continued execution of its version logic, and directly triggers the loop closure compensation operation in step S33. By dynamically inserting compensation frames or adjusting the local feedback timing reference, the actual group latency drift of the player is corrected to within the threshold. After the compensation is completed, the version logic execution of the unit is resumed or it is downgraded to the end of the queue for re-evaluation.

[0069] S33. Loop compensation and drift correction for players with excessive latency in groups, specifically: S331. Single-frame timing reference compensation strategy, specifically: The update control module determines the compensation step size based on the magnitude of the group delay deviation, where the group delay deviation is the absolute value of the difference between the real-time group delay drift and the expected group delay offset recorded by the verification anchor point. When the group delay deviation is between 1 and 2 times the maximum allowable group delay offset threshold, the update control module determines that the group delay drift is in a slightly excessive state and initiates a single-frame compensation strategy. The update control module queries the current frame interval duration of the game engine's main loop and sets this frame interval duration as a fixed time unit. The update control module accesses the local state feedback timing reference register, which maintains the offset of the trigger time of the state feedback event relative to the operation input event. The update control module increments the trigger time offset in the register by a fixed time unit, i.e., delays the trigger time of the state feedback event by one full frame interval duration. This adjustment operation is completed atomically within the logical update phase of the current game frame, without interrupting the rendering thread or inserting additional rendering frames, thus maintaining the visual continuity of the output. By adjusting the local state feedback timing reference backward, the state feedback event is delayed longer after the operation input event occurs, thereby offsetting the positive group delay drift introduced by version differences and bringing the actual transmission delay back close to the baseline delay calibrated in step S1.

[0070] S332. Multi-frame progressive compensation frame insertion strategy, specifically: When the group delay deviation exceeds twice the maximum allowable group delay offset threshold, the update control module determines that the group delay drift is in a severely excessive state and initiates a multi-frame progressive compensation strategy: The update control module reads the expected group delay offset recorded by the verification anchor point and the actual group delay drift obtained from real-time monitoring, and calculates the difference between the two as the total compensation requirement. The update control module divides the total compensation requirement into several sub-compensation amounts, constraining each sub-compensation amount to not exceed half of the maximum allowable group delay offset threshold. The update control module dynamically inserts compensation frames frame by frame in subsequent consecutive game frames. The compensation frames do not carry new game entity logic operations or physical simulation calculations, but only perform fine-tuning operations on the local state feedback timing benchmark. Each compensation frame adjusts the local state feedback timing benchmark backward by one sub-compensation amount, and the total compensation requirement is accumulated through continuous fine-tuning across multiple frames. This gradual approach disperses a single large timing adjustment across multiple frame cycles, avoiding abrupt jumps in the player's operation feedback chain and reducing the perceived intensity of screen stuttering and responsiveness breaks.

[0071] S333. Resampling and iterative correction of drift after compensation, specifically: After each round of compensation operation, the update control module immediately restarts the real-time monitoring thread, deploys a lightweight probe in the message distribution layer of the game engine, intercepts the operation input event stream and status feedback event stream of the current frame, and calculates the point-to-point transmission delay from the compensated operation input event to the corresponding status feedback event. The update control module then compares this point-to-point transmission delay with the baseline delay calibrated in step S1 to obtain the actual group delay offset after compensation.

[0072] If the actual group delay offset still exceeds the maximum allowable group delay offset threshold for the corresponding frequency band, it is determined that the current compensation operation has not completely corrected the group delay drift to the tolerance range. The update control module repeats the compensation operation, recalculates the compensation requirement based on the current actual group delay offset, and applies the single-frame compensation strategy or multi-frame progressive compensation strategy again until the actual group delay offset falls back to within the threshold. Simultaneously, the update control module writes the group delay deviation value, the compensation strategy type identifier, the total number of compensation frames, the values ​​of each sub-compensation amount, and the compensated actual group delay offset to a local compensation log file in time sequence. This log file is read and called upon for subsequent adaptive correction of the reflexive tolerance baseline, used to dynamically adjust the maximum allowable group delay offset threshold and compensation strategy parameters.

[0073] S34. After the update control module has completed the injection of all group delay-compatible slices and confirmed that the real-time group delay drift and dispersion accumulation offset of each reflexive loop have stabilized within the corresponding threshold range, it performs the post-update archiving operation: The update control module iterates through all atomic difference units successfully injected during the current update process, extracting the hash feature, associated reflexive loop identifier, actual group delay offset observed during injection, and current version identifier for each unit. The update control module writes this information into a locally maintained historical update remnant file index. Each record includes the hash value of the atomic difference unit, the associated reflexive loop identifier, the actual group delay offset, the current version identifier, and the write timestamp. This historical update remnant file index serves as a reused data source for subsequent version updates. When future version updates contain changes identical or compatible with the current atomic difference unit, the update control module can directly retrieve and reuse the verified remnant file from this index, avoiding duplicate downloads and evaluations, and improving the efficiency and resource utilization of subsequent version differential updates.

[0074] Example 2, as Figure 2 As shown, a game version differential update system is used to implement a game version differential update method, including a reflexive loop baseline calibration module, a version difference decoupling and compatibility slice generation module, a progressive hot migration and consistency arbitration module, and a historical update residual file indexing module, specifically: A. The reflexive loop baseline calibration module is used to collect high-frequency operation sequence data and corresponding game state feedback sequence data generated by players during the operation of the game client. It identifies the time-delay coupling mode and causal propagation direction between operation input events and state feedback events, extracts the player's individual reflexive loop topology, divides the high-frequency operation sequence data into frequency bands according to the operation event interval, extracts the group delay feature spectrum and dispersion feature spectrum, calculates the loop inertia weight, and constructs the player's personalized reflexive tolerance baseline. Specifically, it includes: The operation feedback acquisition unit is used to acquire the operation trigger signals of the player's input device and the status feedback events output by the game engine with system interrupt-level precision, forming a raw event pair sequence. The cross-correlation analysis unit is used to perform sliding window cross-correlation operations on the original event pair sequence, extract the main coupling delay, and filter strongly coupled event pairs. The frequency band division and spectral feature extraction unit is used to divide the strongly coupled event pair into low frequency band, mid frequency band and high frequency band, calculate the average transmission delay and the delay difference between frequency bands respectively, fit the group delay feature spectrum curve and extract the dispersive feature spectrum characterization quantity. The baseline calibration unit is used to calculate the loop inertial weight based on the group delay flatness, dispersion accumulation and the loop historical activation frequency, and to generate the maximum allowable group delay offset threshold and the maximum allowable dispersion increment threshold for each frequency band, thereby constructing a reflexive tolerance baseline.

[0075] B. The version difference decoupling and compatible slice generation module is connected to the reflexive loop baseline calibration module. This module acquires the version content to be updated and decouples it into atomic difference units according to the operation response chain and state feedback chain. Based on the reflexive loop topology, it identifies the target reflexive loop touched by each atomic difference unit. It evaluates the group delay offset and dispersion increment based on the loop inertia weight of the target reflexive loop. Atomic difference units that do not exceed the threshold corresponding to the reflexive tolerance baseline are selected as first-class compatible units. These first-class compatible units are assembled with reusable residual files from the historical update residual file index into a group delay compatible slice, and cross-player reflexive consistency verification anchor points are established. Specifically, this includes: The version content parsing unit is used to parse the operation response chain and status feedback chain of the version content to be updated, and encapsulate each change in response logic, change in feedback logic, or change in transmission parameters into an atomic difference unit and generate a hash feature. The residual file matching unit is used to match hash features with historically updated residual file indexes, and marks residual files that match successfully and have valid version compatibility identifiers as second-type fragment reuse units. The perturbation evaluation unit is used to identify the target reflexive loop touched by each atomized differential unit based on the reflexive loop topology, evaluate the group delay offset and dispersion increment, and screen the first type of compatible units. The slice assembly unit is used to assemble the first type of compatible unit and the second type of fragment multiplexing unit into a group delay compatible slice according to the native triggering timing in the reflexive loop, and embed a verification anchor point in the slice header.

[0076] C. The progressive hot migration and consistency arbitration module is connected to the version difference decoupling and compatible slice generation module. This module progressively injects group latency compatible slices into player clients in a non-downtime manner. It simultaneously monitors the node survival rate of the reflexive loop topology, the real-time group latency drift of directed coupled edges, and the dispersion accumulation offset during the injection process. When multiple players experience world state conflicts due to version differences in a shared interaction scenario, a shared reflexive consistency arbitration mechanism is triggered. Based on each player's personalized reflexive tolerance baseline, the atomic difference units involved in the conflict are prioritized and loop closure compensation is performed. The information of successfully injected atomic difference units is written to the historical update residual file index. Specifically, this includes: An injection scheduling unit is used to queue the expected group latency offsets in the verification anchor points in ascending order, and inject the group latency compatible slices into the player client one by one using a memory page-level hot replacement strategy. A real-time monitoring unit is used to continuously acquire the real-time group delay drift and dispersion accumulation offset of the reflexive loop during injection. The conflict arbitration unit is used to collect the reflexive tolerance baseline of each player when a conflict in the shared scene world state is detected, calculate the tolerance score of each atomized difference unit under each player, and re-prioritize them according to the score from high to low. The loop closure compensation unit is used to dynamically insert compensation frames or adjust the local feedback timing reference backward for player clients whose group delay offset exceeds their own tolerance baseline, based on the expected offset recorded by the verification anchor point and the monitored real-time drift.

[0077] D. Historical Update Residual File Index Module: This module stores the paths, hash values, version compatibility identifiers, and reuse timestamps of residual files that were determined to be reusable transitional data during each version update and are associated with the player's historical reflexivity loop identifier. These files are used by the version difference decoupling and compatibility slice generation module for matching and retrieval, and also receive successful injection atomic difference unit information written by the progressive hot migration and consistency arbitration module.

[0078] As can be seen from the above description, the embodiments of the present invention achieve the following technical effects: This invention applies the group delay-dispersion theory of communication systems to player operation feedback link modeling, enabling the quantitative extraction and personalized calibration of the implicit reflexive loop topology of players. By identifying the delay coupling mode between operation input and state feedback, dividing the operation frequency band, and extracting the group delay feature spectrum and dispersion feature spectrum, it can accurately characterize the individual tolerance of players to differences in response consistency under different operation rhythms, and construct a loop inertia weight and reflexive tolerance baseline that reflects the degree of solidification of players' operation habits. This mechanism overcomes the limitation of existing technologies that only distribute data in a coarse-grained manner based on hardware configuration or channel source, fundamentally solving the technical defects of traditional update models that ignore the differences in players' muscle memory and operation rhythm, and significantly reducing the risk of version updates forcibly disrupting the stable feel link that players have formed.

[0079] This invention employs a reflexive decoupling mechanism that preserves version differences. It decomposes the content to be updated into atomic difference units based on the operation response chain and state feedback chain. The perturbation degree of each unit to group delay and dispersion is evaluated based on the reflexive loop topology, and the resulting slices are selected and reassembled into group delay-compatible slices that meet individual tolerance baselines. Simultaneously, the use of historical update residual file indexes enables efficient matching and fragment reuse of reusable transitional data, avoiding redundant downloads and repeated evaluations. This differentiated slice generation strategy ensures that version content is updated while maintaining the frequency-selective transmission characteristics of the player's operation feedback loop, effectively mitigating the risk of link breakage under high-frequency combo and low-frequency strategy operation modes, and achieving precise adaptation between version update granularity and individual player reflexivity preservation requirements.

[0080] This invention employs a progressive hot-migration mechanism based on group latency-compatible slicing to map differential units to client runtime memory in a non-downtime manner, while simultaneously monitoring group latency drift and dispersion accumulation offset. In multiplayer shared interaction scenarios, a shared reflexive consistency arbitration mechanism is used to calculate tolerance scores based on each player's personalized reflexive tolerance baseline and construct a conflict resolution priority queue. Loop closure compensation operations are performed on clients exceeding the tolerance limit, dynamically inserting compensation frames or adjusting feedback timing benchmarks by comprehensively verifying the expected anchor point value and real-time monitoring values. This mechanism effectively solves the problems of multiplayer world state conflicts and interaction logic disorder caused by differential updates, achieving synergistic optimization of player-level fine-grained differential updates and reflexive loop consistency assurance in multiplayer shared scenarios, significantly improving the success rate of version updates and the continuity of player operation experience.

[0081] The embodiments and / or implementation methods described above are merely preferred embodiments and / or implementation methods for implementing the technology of the present invention, and are not intended to limit the implementation methods of the technology of the present invention in any way. Any person skilled in the art may make some modifications or alterations to other equivalent embodiments without departing from the scope of the technical means disclosed in the present invention, but these should still be regarded as the technology or embodiments that are substantially the same as the present invention.

[0082] This document uses specific examples to illustrate the principles and implementation methods of this application. The descriptions of the above embodiments are only for the purpose of helping to understand the methods and core ideas of this application. The above descriptions are only preferred embodiments of this application. It should be noted that due to the limitations of written expression, while there are objectively infinite specific structures, those skilled in the art can make several improvements, modifications, or changes without departing from the principles of this application, and can also combine the above technical features in an appropriate manner. These improvements, modifications, changes, or combinations, or the direct application of the inventive concept and technical solution to other situations without modification, should all be considered within the scope of protection of this application.

Claims

1. A method for differentiated game version updates, characterized in that, include: The operation sequence and feedback sequence are collected, the reflexive loop topology is extracted, the frequency band is divided to extract the group delay feature spectrum and dispersion feature spectrum, the loop inertial weight is calculated, and the reflexive tolerance baseline is constructed. The version content is decoupled into atomic difference units. The group delay offset and dispersion increment are evaluated based on the reflexive loop topology. Units that do not exceed the baseline threshold are selected and assembled into group delay compatible slices together with reusable files that are successfully matched in the residual index to establish reflexive verification anchor points. Incrementally inject group delay-compatible slices and monitor group delay drift and dispersion shift. Trigger shared reflexive arbitration when multiple users conflict. Perform loop closure compensation according to the reflexive tolerance baseline and write to the residual index.

2. The game version differentiation update method according to claim 1, characterized in that, The acquisition operation sequence and feedback sequence are used to extract the reflexive loop topology, divide the frequency band to extract the group delay feature spectrum and dispersion feature spectrum, calculate the loop inertia weight, and construct the reflexive tolerance baseline, specifically including: The update control module marks each operation input event and its corresponding triggered state feedback event, calculates the time delay coupling strength between the two through cross-correlation analysis, and eliminates weakly correlated event pairs with low coupling strength; The update control module divides the remaining operation input events into low-frequency band, mid-frequency band and high-frequency band according to the interval duration, and counts the time difference distribution from operation occurrence to feedback occurrence in each frequency band, fits the group delay characteristic spectrum, and calculates the dispersive characteristic spectrum. The update control module obtains the loop inertia weight by weighted summation based on group delay flatness, dispersion accumulation, and the proportion of historical loop activations. It then completes the reflexivity tolerance baseline calibration based on the maximum group delay offset threshold and the maximum dispersion increment threshold.

3. The game version differentiation update method according to claim 2, characterized in that, The update control module marks each operation input event and its corresponding triggered state feedback event, calculates the time delay coupling strength between the two through cross-correlation analysis, and eliminates weakly correlated event pairs with low coupling strength, specifically including: The update control module acquires every operation trigger signal and its timestamp generated by the player's input device with system interrupt-level precision, and records the state feedback event and its timestamp of each frame output by the game engine to form the original event pair sequence; The update control module performs sliding grouping of the original event pair sequence according to time windows, calculates the cross-correlation function between the operation input event and the status feedback event in each window, and extracts the time delay value corresponding to the peak value of the cross-correlation function as a candidate time delay. The update control module determines the most frequent delay value among the candidate delays as the main coupling delay of the operation-feedback pair, and uses the ratio of the peak value of the cross-correlation function to the sum of the signal energy within the window as the delay coupling strength. It then removes weakly correlated event pairs with coupling strength below a preset threshold and retains strongly coupled event pairs.

4. The game version differentiation update method according to claim 3, characterized in that, The update control module divides the remaining operation input events into low-frequency, mid-frequency, and high-frequency bands according to the interval duration, statistically analyzes the time difference distribution from operation occurrence to feedback occurrence within each frequency band, fits the group delay feature spectrum, and calculates the dispersive feature spectrum, specifically including: The update control module extracts the operation event interval duration corresponding to each strongly coupled event pair, defines the operation frequency as the reciprocal of the operation event interval duration, sorts all strongly coupled event pairs from low to high operation frequency, and divides them into three frequency bands: low frequency band, mid frequency band, and high frequency band. The update control module calculates the time difference between each operation input event and its corresponding status feedback event in the three frequency bands, calculates the arithmetic mean of the time differences in each frequency band as the average transmission delay, and calculates the difference between the maximum and minimum values ​​of the average transmission delays in the three frequency bands as the inter-band delay difference. The update control module uses the operation frequency as the horizontal axis and the average transmission delay as the vertical axis, and performs cubic spline interpolation fitting on the coordinate points of the three frequency bands to obtain the group delay characteristic spectrum curve. At the same time, the variance of the first derivative of the curve is calculated as the dispersive characteristic spectrum characterization quantity.

5. A game version differentiation update method according to claim 4, characterized in that, The update control module calculates the loop inertia weight by weighting the group delay flatness, dispersion accumulation, and the historical activation ratio of the loop. Based on the maximum group delay offset threshold and the maximum dispersion increment threshold, it completes the reflexivity tolerance baseline calibration, specifically including: The update control module calculates the sum of the squares of the second derivatives of the group delay characteristic spectrum curve in each frequency band as the group delay flatness, and calculates the product of the dispersion characteristic spectrum characterization and the time delay difference between frequency bands as the dispersion accumulation. The update control module counts the number of times each reflexive loop is activated in the most recent N version updates. The proportion of each loop's activation count to the total number of activation counts is used as the historical activation frequency weight of the loop. The update control module weights the group delay flatness, dispersion accumulation, and the historical activation frequency weight of the loop according to a preset ratio to obtain the inertia weight of each reflexive loop. The updated control module takes the median of the inertial weights of all loops in each frequency band as the basic time delay tolerance value of the frequency band, uses the interquartile range of the inertial weights as the offset margin, uses the sum of the basic time delay tolerance value and the offset margin as the maximum allowable group delay offset threshold of the frequency band, and uses the offset margin as the maximum allowable dispersion increment threshold to complete the calibration of the player's personalized reflexivity tolerance baseline.

6. A game version differentiation update method according to claim 5, characterized in that, The process of decoupling version content into atomic difference units, evaluating group delay offset and dispersion increment based on the reflexive loop topology, selecting units that do not exceed the baseline threshold, and assembling group delay compatible slices together with reusable files that match in the residual index to establish reflexive verification anchor points, specifically includes: The update control module parses the operation response chain and status feedback chain of the version to be updated, encapsulates each change in response logic, feedback logic, or transmission parameter into an atomic difference unit, and generates a unique identifier and hash feature for each atomic difference unit. The update control module matches the hash feature of each atomic difference unit with the hash value in the historical update residual file index. For residual files that match successfully and have valid version compatibility identifiers, they are marked as second-type fragment reuse units and their path information is extracted. For the remaining atomized difference units that failed to match, the update control module calculates the loop inertia weight of the target reflexive loop they touch, evaluates the group delay offset and dispersion increment introduced by each, and marks the units that do not exceed the threshold corresponding to the reflexive tolerance baseline as first-class compatible units. The update control module arranges the first type of compatible units and the second type of fragment multiplexing units according to the native triggering timing in the reflexive loop, splices them into a group delay compatible slice, and embeds a verification anchor point in the slice header. The verification anchor point includes the identifier of the reflexive loop involved, the expected group delay offset of each atomic difference unit and its cumulative value.

7. A game version differentiation update method according to claim 6, characterized in that, The update control module matches the hash feature of each atomic difference unit with the hash value in the historical update residual file index. For residual files that match successfully and have a valid version compatibility identifier, they are marked as second-type fragment reuse units, and their path information is extracted, specifically including: The update control module extracts the first 8 bytes of the hash feature of each atomic difference unit as a fast matching index key, performs a first-level search in the hash inverted table of the historical update residual file index, and filters out candidate residual file records that match the hash key. The update control module compares the complete hash value of each candidate residual file record and checks whether the version compatibility identifier in the record intersects with the current target version number range. If the complete hash value is consistent and the version compatibility identifier is valid, the match is considered successful. The update control module extracts the physical storage path and reflexivity loop identifier from the successfully matched residual file records, marks the residual file as a second type of fragment reuse unit, and adds a reuse timestamp record to the index.

8. A game version differentiation update method according to claim 7, characterized in that, The progressive injection of group delay-compatible slices and monitoring of group delay drift and dispersion shift triggers shared reflexive arbitration in the event of multi-user conflicts, performs loop closure compensation based on the reflexive tolerance baseline, and writes to the residual index, specifically including: The update control module queues the group delay compatible slices in ascending order of the expected group delay offset in the verification anchor point, and injects each slice into the player client in a non-stop manner. During the injection, the real-time group delay drift and dispersion cumulative offset of the reflexive loop are continuously collected. When a conflict in the shared scene world state is detected, the update control module collects the reflexivity tolerance baseline of each player, calculates the tolerance score of each atomized difference unit under each player, and reorders the priority according to the score from high to low, and executes the version logic of the atomized difference unit with high tolerance first. For player clients whose group delay offset exceeds their tolerance baseline due to conflicts, the update control module dynamically inserts compensation frames or adjusts the local feedback timing reference backward based on the expected offset recorded by the verification anchor point and the monitored real-time drift, to complete the loop closure compensation. The update control module writes the hash value of the successfully injected atomic difference unit, the associated reflexive loop identifier, the actual group delay offset, and the current version identifier into the historical update residual file index.

9. A game version differentiation update method according to claim 8, characterized in that, When a shared scene world state conflict is detected, the update control module collects the reflexivity tolerance baseline of each player, calculates the tolerance score of each atomized difference unit for each player, and reorders the priority according to the score from high to low, prioritizing the execution of the version logic of atomized difference units with high tolerance. Specifically, this includes: When the update control module detects a world state conflict, it extracts the list of atomic difference unit identifiers involved in the conflict event and the identifiers of all players involved in the conflict, and synchronously obtains the current reflexivity tolerance baseline parameters from each player's client. The update control module iterates through all conflicting players for each atomized difference unit and calculates the tolerance score of the unit under each player's tolerance baseline. The tolerance score is equal to the maximum allowable group delay offset threshold of the corresponding frequency band of the player's client minus the absolute value of the difference between the real-time group delay drift and the expected group delay offset recorded in the verification anchor point. The update control module takes the minimum tolerance score among all conflicting players as the unit's overall tolerance for each atomic difference unit, and sorts all atomic difference units involved in the conflict in descending order of overall tolerance from high to low to form a conflict resolution priority queue. The update control module executes the version logic of each atomic difference unit in sequence according to the priority queue. For units with a tolerance score of less than 0, the loop closure compensation operation is triggered directly.

10. A game version differentiation update method according to claim 9, characterized in that, For player clients whose group delay offset exceeds their tolerance baseline due to conflicts, the update control module dynamically inserts compensation frames or adjusts the local feedback timing reference backward based on the expected offset recorded by the verification anchor point and the monitored real-time drift, to complete loop closure compensation. Specifically, this includes: The update control module determines the compensation step size based on the size of the group delay deviation value, where the group delay deviation value is the absolute value of the difference between the real-time group delay drift and the expected group delay offset recorded by the verification anchor point. When the group delay deviation value is within the range of 1 to 2 times the maximum allowable group delay offset threshold, a single-frame compensation strategy is adopted to adjust the local state feedback timing reference backward by a fixed time unit. When the group delay deviation exceeds twice the maximum allowable group delay offset threshold, a multi-frame progressive compensation strategy is adopted, and compensation frames are dynamically inserted in the subsequent frames. After performing the compensation operation, the update control module resamples the actual group delay offset after compensation. If it still exceeds the threshold, the compensation operation is repeated until the offset falls back to within the threshold. At the same time, the parameters of this compensation operation are recorded to the local log.