Cloud Gaming Application Distribution via Modular Partial Streaming

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Solution Overview

Problem

Current cloud gaming services face challenges in providing immediate and seamless access to games, as they require full game downloads and installations, which can be time-consuming and bandwidth-intensive, and lack efficient digital rights management and license control.

Innovation Solution

The implementation of an Application Distribution Network (ADN) that uses virtualization and cloudpaging to deliver game applications in a modular format, allowing immediate playable portions (Partials) to be streamed to devices, with secure encryption and license management, enabling instant access and secure execution of games without full installation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If full game downloads and installations are used, then complete game functionality is achieved, but time-to-play and bandwidth consumption increase

Engineering Contradiction:
Improvegame functionalityVSAvoidtime-to-play
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The game application is divided into modular components called Partials, which contain only the essential portions needed for immediate play. These Partials are streamed to the device on demand, allowing the game to be played without downloading the complete game files, thus reducing time-to-play while maintaining functionality.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system pre-loads and caches Partial portions of games in the cloud before the user needs to play. When a user selects a game, the relevant Partials are already prepared or can be quickly streamed, eliminating the need for full game downloads and reducing the time to become playable.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If full game installations are required, then complete game experience is provided, but bandwidth consumption increases

Engineering Contradiction:
Improvegame experienceVSAvoidbandwidth consumption
Core Design Contradiction:
ReliabilityVSLoss of substance

Solution Approach 1:

Instead of transferring complete game installations, the system segments games into small Partial components that are only downloaded when needed. This dramatically reduces bandwidth consumption while still providing the complete game experience through on-demand loading of additional Partials.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system provides only the partial portions of games that are actually needed for play, rather than requiring full installations. This partial action approach reduces bandwidth usage while maintaining sufficient game functionality for the user experience.

Inventive Principle:
Principle #16Partial or excessive action

3Ease of operation

If traditional game distribution is used, then installation simplicity is maintained, but digital rights management and license control are insufficient

Engineering Contradiction:
Improveinstallation simplicityVSAvoiddigital rights management
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The system introduces a cloud-based licensing server as an intermediary between the game Partials and the user device. This server manages digital rights management and license control by validating licenses before allowing game execution, providing secure DRM while maintaining ease of use through automated license verification.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The licensing system implements continuous feedback loops where the cloud server verifies license validity before allowing game access. This feedback mechanism ensures proper digital rights management while keeping the user experience simple through automated, transparent license verification without manual intervention.

Inventive Principle:
Principle #23Feedback

4Adaptability or versatility

If cloud rendering services are used, then device requirements are reduced, but latency and network dependency increase

Engineering Contradiction:
Improvedevice compatibilityVSAvoidresponse speed
Core Design Contradiction:
Adaptability or versatilityVSSpeed

Solution Approach 1:

The system segments the game execution model by providing lightweight Partial components that can run locally on the device with minimal resources, while only streaming additional content when needed. This reduces device requirements compared to full cloud rendering while minimizing network dependency by enabling local execution of core game functions.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS9675890B2Adaptive application selection in cloud gaming
Publication Date: 2017.06.13 NUMECENT HOLDINGS LTD
  • US9675890B2 patent drawing
  • US9675890B2 patent drawing
  • US9675890B2 patent drawing

AI summary

Methods and systems for remotely provisioning immediately executable games with license control in secure environments. Immediately initially executable portions of games are pushed onto user desktops, and when games are selected for play, additional components of selected games are streamed to said desktops.