Cache Node Segmentation for Video Game Data Distribution

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Solution Overview

Problem

In large-scale distributed video game development environments, the high latency and poor performance caused by the excessive load of large game data traversing wide area networks hinder efficient data management and distribution across geographically dispersed teams.

Innovation Solution

A computer-implemented method utilizing cache nodes and servers configured with specific modules to perform data cleanup, image file management, and data chunk distribution, including determining expired labels and deleting unused data chunks, and implementing a virtual file system for efficient data streaming and caching to reduce WAN traffic.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If a single centralized file server is used for game data storage, then data management is simplified, but network latency and transfer performance deteriorate for geographically dispersed teams

Engineering Contradiction:
Improvedata management complexityVSAvoiddata transfer speed
Core Design Contradiction:
Device complexityVSSpeed

Solution Approach 1:

The patent segments the centralized file server into multiple distributed cache nodes located at different geographic sites. Each cache node stores local copies of game data, allowing teams to access data from nearby nodes rather than traversing the WAN to a centralized server. This segmentation resolves the contradiction by distributing data management across multiple nodes while maintaining simplified operations through automated synchronization protocols.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces cache nodes as intermediary components between the centralized file server and geographically dispersed teams. These intermediaries store local copies of data and handle read requests locally, reducing WAN traffic and latency. The cache nodes act as mediators that balance the simplicity of centralized management with the performance benefits of distributed access.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If continuous integration tools are deployed for frequent data integration, then development efficiency is improved, but network load and bandwidth consumption increase exponentially

Engineering Contradiction:
Improvedevelopment efficiencyVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The patent implements local quality by enabling each cache node to independently serve local teams without requiring all data to traverse the WAN. Teams can perform continuous integration operations using locally cached data, reducing network load. Only incremental changes and metadata need to be synchronized over the WAN, maintaining high development efficiency while minimizing bandwidth consumption.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent applies partial action by synchronizing only the necessary portions of data between cache nodes and the central server, rather than transferring complete datasets repeatedly. The system identifies and transfers only modified or expired data, reducing network load while maintaining the benefits of frequent integration cycles for improved productivity.

Inventive Principle:
Principle #16Partial or excessive action

3Reliability

If all game data is retained in the shared repository, then data availability is maximized, but storage space and network traffic increase unnecessarily

Engineering Contradiction:
Improvedata availabilityVSAvoiddata storage volume
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The patent implements periodic action through automated expiration checks and garbage collection processes that periodically identify and remove obsolete data from the shared repository and cache nodes. Labels with expiration timestamps trigger automatic deletion of associated data chunks, maintaining data availability for active projects while reducing storage volume and network traffic by eliminating redundant historical data.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The patent applies discarding and recovering by systematically identifying expired or unreferenced data using label expiration mechanisms, discarding these obsolete data chunks from storage, and recovering valuable resources. This process maintains availability of currently needed data while freeing up storage space and reducing unnecessary network traffic from redundant data transfers.

Inventive Principle:
Principle #34Discarding and recovering

Data Source

PatentUS20240082706A1Systems and Methods for Efficient Content Management and Distribution for Video Game Development
Publication Date: 2024.03.14 ACTIVISION PUBLISHING INC
  • US20240082706A1 patent drawing
  • US20240082706A1 patent drawing
  • US20240082706A1 patent drawing

AI summary

Systems and methods for distributing an image file and a plurality of data chunks in a video game development environment include at least one game studio that has a plurality of client computing devices and at least one cache node in data communication with each other over a first network local to the at least one game studio. The plurality of client computing devices are in data communication, through the at least one cache node, with remotely located metadata and object storage servers over a wide area network. The image file includes a manifest of one or more game files and of the plurality of data chunks. The image file is referenced by a hash of data indicative of the image file while each of the plurality of data chunks is referenced by a hash of data indicative of each of the plurality of data chunks.