Client-Side Game Console Networking Circuit for Remote Multiplayer Synchronization

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Solution Overview

Problem

Traditional video game emulators cannot enable players in different geographical locations to play the same old fashion multiplayer video game together due to the restrictive architecture of the original consoles or arcade machines, limiting application flexibility.

Innovation Solution

A client-side video game console with a transmission circuit, user control device, and communication circuit that establishes a networking connection with a remote master-side console, allowing input values to be transmitted and instructions to be executed synchronously across multiple consoles, enabling simultaneous gameplay across different locations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional video game emulator architecture is used, then the original game can be emulated, but players in different geographical locations cannot play together

Engineering Contradiction:
Improvemultiplayer capabilityVSAvoidnetworking architecture
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system divides the multiplayer gaming architecture into master-side and client-side components. The master-side console runs the original game and generates game state data, while client-side consoles receive and display this data. This segmentation allows multiple players to connect through networking without requiring the original console's physical connection architecture, resolving the contradiction between maintaining original game compatibility and enabling remote multiplayer capability.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a networking connection as an intermediary layer between the master-side console and client-side consoles. This intermediary enables data transmission and synchronization across different geographical locations without requiring direct physical connections to the original game console, thus enabling remote multiplayer while preserving the original game's emulation integrity.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If physical connections to the same video game machine are required, then multiplayer gameplay is possible, but players must be present at the same location

Engineering Contradiction:
Improveremote accessVSAvoidgame synchronization
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The master-side console continuously transmits game state data and clock indicator values to client-side consoles, creating a feedback loop that maintains synchronization. The client-side consoles execute instructions based on received data and transmit their input values back to the master-side, ensuring that all players experience the same game state despite being in different locations, thus maintaining reliability while enabling remote access.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system creates copies of the game environment on client-side consoles by transmitting and executing instructions from the master-side console. Each client-side console renders a copy of the game screen based on the transmitted game state data, allowing players to experience the game remotely while maintaining synchronization with the original game progression.

Inventive Principle:
Principle #26Copying

3Adaptability or versatility

If multiple consoles execute instructions independently, then each console can run the game, but synchronization across consoles cannot be maintained

Engineering Contradiction:
Improvedistributed gameplayVSAvoidtiming synchronization
Core Design Contradiction:
Adaptability or versatilityVSMeasurement precision

Solution Approach 1:

The system implements periodic transmission of clock indicator values and game state data from the master-side console to client-side consoles. This periodic synchronization ensures that all consoles remain aligned in their execution of game instructions, maintaining timing precision while allowing distributed gameplay across multiple locations. The regular transmission intervals correct any drift in independent execution.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS10252157B2Control circuit of client-side game console for enabling multiple video game consoles to together emulate same standalone multiplayer video game through networking connection
Publication Date: 2019.04.09 REALTEK SEMICON CORP
  • US10252157B2 patent drawing
  • US10252157B2 patent drawing
  • US10252157B2 patent drawing

AI summary

A control circuit of a client-side game console includes: a processor and a storage circuit for storing a computer program product. The processor is arranged to operably execute the computer program product to perform following operations: establishing networking connection between the client-side game console and a master-side game console; receiving client-side input values generated by a user control device of the client-side game console; transmitting the client-side input values to the master-side game console; receiving a target instruction and a pseudo clock indicator value transmitted from the mater-side game console; executing the target instruction in a client-side emulating environment based on the pseudo clock indicator value; and rendering an updated client-side game screen according to execution results of the target instruction and displaying the updated client-side game screen on a display device.