Active Object State Management in Multiplayer Game Servers
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Solution Overview
Problem
As video games become increasingly complex, there is a need for efficient methods to manage and transition the states and attributes of active objects in multiplayer games, reducing data exchange between game servers and client devices to avoid overburdening processing and bandwidth requirements.
Innovation Solution
The system involves a client-server architecture where both server-side and client-side modules independently track and update the states and attributes of active objects, with the server-side module determining initial and altered states and sending only necessary data to the client-side module for rendering, optimizing data communication and processing.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the number of active objects in the game world is increased to enhance game complexity and richness, then the game becomes more engaging and data-dense information is available, but the computational requirements and data storage requirements of the gaming platform increase
Solution Approach 1:
The patent divides the game world into multiple zones or regions, and further segments active objects into different categories (e.g., static, dynamic, interactive). This segmentation allows the system to manage and process only relevant objects in each zone, reducing the overall computational burden while maintaining game complexity through localized detail.
Solution Approach 2:
The patent implements varying levels of detail and processing intensity for different regions of the game world. Areas where players are actively engaged receive higher computational resources and more detailed object representations, while distant or inactive areas use simplified models. This local quality approach enables rich game environments without uniformly high computational requirements.
2Reliability
If comprehensive tracking and updating of all active objects' states is performed to maintain game accuracy, then game state reliability is improved, but the data exchange between game server and client devices increases
Solution Approach 1:
The patent extracts and separates critical state data from less important state data. Only essential state changes (such as position, health, and interaction status) are transmitted between server and client, while secondary state information is handled locally or omitted. This extraction maintains game state accuracy for essential elements while reducing overall data exchange volume.
Solution Approach 2:
The patent implements partial state synchronization where only a subset of object states is fully tracked and updated between server and client. Less critical states are updated less frequently or handled through client-side prediction, providing sufficient game accuracy without the overhead of complete state synchronization.
3Adaptability or versatility
If detailed state and attribute information is tracked for each active object to enable rich interactions, then interaction capability is improved, but the processing burden on the gaming platform increases
Solution Approach 1:
The patent implements dynamic processing where the level of state tracking and attribute monitoring adjusts based on object importance, player proximity, and current game context. Critical interactive objects receive detailed tracking, while less important objects use simplified state management. This dynamic approach maintains interaction capability for essential elements while improving overall processing efficiency.
Data Source
AI summary
A method of managing evolution of an active object in a game space based on interaction of one or more players with the active object, the method including the following steps implemented concurrently and independently by server-side and client-side modules: acquiring data indicative of a first player's interaction with the active object during gameplay; determining data indicative of a first state of the active object and data indicative of a first attribute associated with the first state; determining altered state data indicative of a second state of the active object, wherein a second attribute is associated with the second state; and determining evolved object data indicative of a change from the first attribute to the second attribute. Further, the client-side module uses the evolved object data to render the active object on the first player's client device in the second state and the second attribute.


