Client-Side Energy Object Generation for Multiplayer Game Synchronization

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Solution Overview

Problem

Multiplayer video games face challenges in implementing online multiplayer due to issues like network latency and packet loss, which can result in varied experiences for players and complicate game features.

Innovation Solution

A multiplayer game system that allows each client to simulate aspects of the game, with energy objects generated based on collisions between player-controlled objects, which can be acquired to increase a special ability meter, providing benefits such as moving to a second track in a racing game.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If each client independently simulates game aspects and generates energy objects locally, then player interaction and engagement are enhanced, but synchronization consistency and game state reliability deteriorate

Engineering Contradiction:
Improveplayer interactionVSAvoidsynchronization consistency
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The game system is segmented into independent client simulations, where each client autonomously generates energy objects and calculates collisions locally. This segmentation enables enhanced player interaction and engagement while reducing server load, though it introduces synchronization challenges that must be managed through selective server arbitration for critical game states.

Inventive Principle:
Principle #1Segmentation

2Productivity

If energy objects are generated based on client-side collision detection, then gameplay dynamics and special abilities are enhanced, but network latency and packet loss impact collision accuracy

Engineering Contradiction:
Improvegameplay dynamicsVSAvoidcollision detection accuracy
Core Design Contradiction:
ProductivityVSMeasurement precision

Solution Approach 1:

Clients perform preliminary collision detection and energy object generation before server confirmation. This preliminary action enables immediate gameplay dynamics and special ability activation, while the server later arbitrates critical collision events to maintain measurement precision when network conditions permit.

Inventive Principle:
Principle #10Preliminary action

3Speed

If clients handle energy object creation and acquisition independently, then response time and player feedback are improved, but game state consistency across players deteriorates

Engineering Contradiction:
Improveresponse timeVSAvoidgame state consistency
Core Design Contradiction:
SpeedVSLoss of information

Solution Approach 1:

Each client maintains a local copy of the game state and independently processes energy object interactions. This copying approach enables fast local response time and immediate player feedback, while periodic server synchronization ensures that critical game state information remains consistent across all players despite independent processing.

Inventive Principle:
Principle #26Copying

4Adaptability or versatility

If special abilities provide significant gameplay benefits like track switching, then player engagement increases, but game balance and fairness become more difficult to maintain

Engineering Contradiction:
Improveplayer engagementVSAvoidgame balance
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Special abilities are implemented as dynamic, temporary modifications to game state rather than permanent advantages. Abilities like track switching provide engagement-enhancing benefits for limited durations, after which the game state returns to normal. This dynamic approach maintains player engagement while preserving long-term game balance and fairness.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250073595A1Systems and methods of processing player interactions in a multiplayer virtual game space
Publication Date: 2025.03.06 NINTENDO CO LTD
  • US20250073595A1 patent drawing
  • US20250073595A1 patent drawing
  • US20250073595A1 patent drawing

AI summary

A computer system is provided that enables players to play an online multiplayer game. When collisions are detected in the game, energy objects are created. These objects may be acquired by players during the game to increase a special ability meter. Activation of the special ability meter allows players to be provided with one or more benefits during the multiplayer video game. In some examples, the benefit may include moving a player object to a second track within the multiplayer racing game.