Cloud Gaming Session Scheduling and Pre-loading
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Solution Overview
Problem
Current cloud gaming systems lack efficient methods to schedule and initiate multi-player video game sessions at specific times, leading to delays and resource inefficiencies due to the need for players to set up and load games individually.
Innovation Solution
A cloud gaming system that allows users to schedule game play sessions in advance, pre-loads games at data centers near the players' locations, and uses notifications to coordinate player participation, ensuring instant access and minimizing resource usage by optimizing system and network allocation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If players set up and load games individually in current cloud gaming systems, then each player can access the game independently, but it causes delays and resource inefficiencies due to repeated loading processes
Solution Approach 1:
The system performs preliminary actions by pre-loading the game instance and preparing the gaming environment before the scheduled start time. The cloud gaming system detects the scheduled time, pre-loads the game code and data to the data center, and configures the gaming session in advance, so that when players arrive at the scheduled time, the game is already ready for immediate play without individual loading delays.
2Speed
If the cloud gaming system pre-loads games at data centers near players' locations, then access time is reduced and instant access is enabled, but system resources are consumed in advance
Solution Approach 1:
The system performs preliminary loading of game instances to data centers in geographic regions where players are located or expected to be located. This pre-positioning of game content enables instant access when players connect, eliminating loading delays while only consuming resources in advance for scheduled sessions rather than continuous maintenance.
Solution Approach 2:
The system distributes game instances to specific data centers based on local player density and geographic location. Instead of maintaining games at all data centers universally, the system places game copies in data centers where players are actually located or will be located at scheduled times, optimizing resource usage by localizing content delivery to match actual demand patterns.
3Productivity
If the system optimizes resource allocation by scheduling game sessions, then resource efficiency is improved, but the complexity of coordinating multiple players and pre-loading games increases
Solution Approach 1:
The system employs automated self-service mechanisms where the cloud gaming platform automatically detects scheduled game sessions, identifies participating players, pre-loads appropriate game instances to relevant data centers, and coordinates player connections without manual intervention. This automation handles the coordination complexity internally while presenting a simple scheduling interface to users.
Solution Approach 2:
The system uses feedback loops to monitor player availability, game loading status, and data center capacity in real-time. Based on this feedback, the system dynamically adjusts resource allocation, optimizes pre-loading timing, and coordinates player connections efficiently, reducing complexity through adaptive control rather than rigid predetermined processes.
Data Source
AI summary
Methods and systems for assigning a data center in a second geo location for migrating data in anticipation of receiving a request from a user account from the second geo location includes receiving an indication of a change in geo location of a user from a first geo location to the second geo location. Save data for the user is identified at the first geo location. The save data is analyzed to determine usage trend of the user for the plurality of games. A portion of the save data is identified, based on the usage trend, and transmitted to a second data center in the second geo location in anticipation of the user's likely access of the save data at the second geo location. The save data is made available to game logic of one or more games, when executed on a cloud gaming system, so as to provide current state of game play of the respective one or more games for rendering on a client device of the user used to access the game.


