Asymmetric Information Distribution in Multiplayer Game Sessions

Solution Overview

Problem

Existing multiplayer game systems face challenges in effectively managing and distributing asymmetric information among players, particularly in scenarios where some information is only accessible to specific players, such as in card games where players can see their own cards but not others.

Innovation Solution

A system and method that detect the presence of display devices on a communications network, provide joining instructions, and initiate multiplayer game sessions by connecting user devices to a server, determining and displaying appropriate game information on both public and private display devices, using QR codes and web browsing applications to facilitate player participation without direct device connections.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If a gaming device is passed from player to player to perform player-specific actions in asymmetric information games, then each player can access their private information (e.g., their own cards), but the device complexity and difficulty of operation increase due to physical handoff requirements

Engineering Contradiction:
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The system segments information display into two distinct channels: public information displayed on a shared display device visible to all players, and private information displayed on individual user devices (smartphones, tablets) that only the respective player can access. This segmentation eliminates the need for physical device handoff while maintaining asymmetric information architecture.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a server as an intermediary that manages the multiplayer game session, distributes game information to appropriate devices, and coordinates player actions. The server receives player inputs from individual devices and processes them according to game rules, eliminating the need for direct device handoff between players.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Loss of information

If players connect directly to each other for multiplayer gaming, then communication between players is direct, but the system cannot easily manage asymmetric information distribution across multiple devices and networks

Engineering Contradiction:
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The server provides universal functionality by handling multiple tasks: managing game state, distributing asymmetric information to appropriate devices, receiving player inputs, and coordinating game flow. This centralized multi-functional approach simplifies network management compared to direct peer-to-peer connections.

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

Solution Approach 2:

The server acts as a mediator between players on different networks, receiving communications from user devices over various networks and routing them appropriately. This intermediary approach enables asymmetric information distribution without requiring direct device connections or complex peer-to-peer network management.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Ease of operation

If joining instructions are displayed on a public display device, then players can easily join the game session, but the system must manage connections across multiple networks and devices

Engineering Contradiction:
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system enables self-service joining by displaying joining instructions (such as QR codes or unique identifiers) on the public display device. Players can independently scan or enter this information using their own devices to join the game session without requiring manual configuration or direct connection to other players' devices.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The server mediates the joining process by receiving join requests from multiple devices over different networks, authenticating them, and integrating them into the existing game session. This intermediary management simplifies the complexity of multi-network device integration.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11524229B2Methods, systems, and media for enhancing multiplayer game sessions with asymmetric information
Publication Date: 2022.12.13
  • US11524229B2 patent drawing
  • US11524229B2 patent drawing
  • US11524229B2 patent drawing

AI summary

Mechanisms for enhancing multiplayer games are provided. In some implementations, the method comprises: detecting presence of a display device on a communications network; causing joining instructions to connect to a multiplayer game session to be displayed on the display device, wherein the joining instructions include server information for handling communications relating to the multiplayer game session over the communications network; receiving, from user devices over other communications networks, a request to join the multiplayer game session in response to displaying the joining instructions on the display device, wherein each of the user devices has a user display device; connecting each of the user devices over one of the other communications network to the display device presenting the multiplayer game session; initiating the multiplayer game session; determining, for the multiplayer game session, a first portion of game information to be presented on the display device and a second portion of game information to be presented on the user display device; and causing the first portion of game information to be displayed on the display device and the second portion of game information to be displayed on the user displayed device based on the determination.