Custom State Machine for AR Gaming Session Synchronization

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Solution Overview

Problem

Current state machines fail to facilitate sophisticated communication between software programs using different languages and frameworks, and do not allow for synchronized video recording or singular control of multiple client devices in networked gaming sessions, especially between a 3D rendering engine and client devices.

Innovation Solution

A custom state machine is implemented to manage session states and provide singular control of client devices, enabling real-time communication and video recording synchronization between a game engine and client devices, including the generation of composite videos for game highlights.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a custom state machine is implemented to enable sophisticated communication between programs using different languages and frameworks, then communication capability is improved, but device complexity increases

Engineering Contradiction:
Improvecommunication capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The state machine is designed with a universal interface that can handle communication between programs using different languages and frameworks. It implements a standardized state representation and transition mechanism that works across diverse software environments, allowing a single state machine implementation to serve multiple communication scenarios without requiring separate custom implementations for each language or framework combination.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The state machine acts as an intermediary layer between the game engine and client devices running on different platforms. It provides a standardized interface that mediates communication between the rendering engine and diverse client applications, translating between different data representations and coordination protocols while maintaining compatibility across Java, C++, and other programming environments.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If synchronized video recording is implemented across multiple client devices, then coordination capability is improved, but network bandwidth consumption increases

Engineering Contradiction:
Improvesynchronization capabilityVSAvoidnetwork bandwidth
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The system performs preliminary actions by having the host device determine the recording state before actual video recording begins. The host device sends recording control commands to client devices in advance, allowing them to prepare their recording buffers and synchronize their recording start times. This preliminary coordination reduces the need for continuous synchronization traffic during the actual recording process.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

Instead of transmitting actual video data between devices for synchronization, the system uses copying of recording control states and timestamps. The host device creates a master recording schedule and copies this timing information to all client devices, which then independently record their video streams according to the copied timing data, minimizing network bandwidth consumption while maintaining synchronization.

Inventive Principle:
Principle #26Copying

3Productivity

If singular control of multiple client devices is implemented by a host device, then control efficiency is improved, but system complexity increases

Engineering Contradiction:
Improvecontrol efficiencyVSAvoidcontrol architecture
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The control system is segmented into distinct functional components: the host device that generates control decisions, the state machine that manages coordination logic, and client devices that execute control commands. This segmentation allows singular control to be implemented efficiently by distributing control functions across appropriate system components rather than requiring a monolithic control architecture.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Client devices are designed to be self-service capable, automatically processing recording commands and state updates received from the host device without requiring complex intermediary coordination. Each client device independently manages its own video recording, state synchronization, and command execution, reducing the overall system complexity while maintaining efficient host-controlled operation.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS10905957B2Networking in mobile augmented reality environments
Publication Date: 2021.02.02 KRIKEY INC
  • US10905957B2 patent drawing
  • US10905957B2 patent drawing
  • US10905957B2 patent drawing

AI summary

An augmented reality (AR) gaming experience is provided to one or more users of a networked gaming system. The gaming infrastructure includes a custom state machine that facilitates execution of a game session by sending session states and the status of AR session objects from the game system to one or more participating client devices, allowing users to view object behavior in real-time as other users interact with the objects. The system utilizes session identifiers from the state machine and the game system to synchronize video recording between all client devices in a given game session. A composite video of the game session is further generated for each participating client device by stitching together a first captured video of the game session with a second captured video of the user's reaction to the game session.