Cloud Gaming State Reconciliation After Network Disruption

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Solution Overview

Problem

Current cloud gaming systems face challenges in providing concurrent, low-latency gaming sessions across diverse hardware and network conditions, with varying player expectations and locations, and the need for efficient game processing and output mechanisms to support multiple gaming settings.

Innovation Solution

A cloud gaming platform and API that dynamically allocates hardware resources, monitors network bandwidth, and provides multiple performance tiers to support high-definition media streams with little or no latency, allowing for concurrent gameplay and review media streams across various devices and connections.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If cloud gaming systems process multiple gaming sessions concurrently with high-definition media streams, then the gaming experience quality improves, but the network latency and processing time increase

Engineering Contradiction:
Improvegaming experience qualityVSAvoidnetwork latency
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The system segments video processing into multiple threads, with dedicated worker threads handling different aspects of video frame processing simultaneously. This allows concurrent processing of multiple gaming sessions while maintaining low latency through parallel execution of processing tasks.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary actions by pre-allocating video processing resources and maintaining ready-state processing threads before gaming sessions begin. This preparation ensures that when gaming sessions start, processing can begin immediately without initialization delays, reducing overall latency.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If the system supports diverse hardware configurations and network conditions, then the adaptability improves, but the system complexity increases

Engineering Contradiction:
Improvesupport for diverse hardware and network conditionsVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system dynamically adjusts processing parameters such as video resolution, frame rate, and processing priority based on detected hardware capabilities and network conditions. This allows the same core system to adapt to diverse configurations without requiring complex specialized handling for each scenario.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The system implements dynamic resource allocation where processing threads and video encoding resources are adjusted in real-time based on current system load, hardware capabilities, and network bandwidth availability. This dynamic adaptation simplifies the system architecture compared to static configurations for each device type.

Inventive Principle:
Principle #15Dynamics

3Productivity

If the system provides real-time media streams to multiple spectators, then the concurrent processing capability improves, but the network bandwidth consumption increases

Engineering Contradiction:
Improveconcurrent processing capabilityVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The system merges video stream outputs by having multiple spectator connections share common video encoding resources and processing pipelines. Instead of creating separate full-resolution streams for each spectator, the system generates shared video frames that are then distributed to multiple endpoints, reducing redundant processing and network bandwidth consumption.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentEP3713653B1Temporary game control by user simulation following loss of active control
Publication Date: 2023.02.08 GOOGLE LLC
  • EP3713653B1 patent drawingFigure 1
  • EP3713653B1 patent drawingFigure 2
  • EP3713653B1 patent drawingFigure 3

AI summary

An electronic game server determines, during a disruption in a network connection between the server and a client device, a simulated gameplay input for the first client device; updates a first game state based on the simulated gameplay input, resulting in a placeholder game state; receives, upon resumption of the network connection, a recovered gameplay input initially transmitted by the first client device during the disruption; updates the first game state based on the recovered gameplay input, resulting in an intended game state; compares the placeholder game state to the intended game state; updates the placeholder game state based on the comparison of the placeholder game state to the intended game state, resulting in a subsequent game state; and transmits a frame depicting the subsequent game state to an output device associated with the first client device.