Computer Game State Synchronization with Predicted Responses
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Solution Overview
Problem
Existing technologies face challenges in synchronizing the state of a computer implemented game between a user device and a server, particularly due to latency and connection interruptions, leading to undesirable delays and potential loss of player progress.
Innovation Solution
Implementing a client device with a state manager that provides predicted responses and uses sequence numbers, batch processing, and offline mode operations to maintain game state synchronization, while the server validates and corrects discrepancies.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the client device sends requests to the server for every state change, then the game state can be synchronized with the server, but latency and connection interruptions cause delays and potential loss of player progress
Solution Approach 1:
The client device applies state changes locally immediately and sends requests to the server asynchronously. The game continues running with local state changes without waiting for server confirmation, eliminating blocking delays while maintaining synchronization through subsequent server validation.
Solution Approach 2:
The system uses sequence numbers in requests and responses to track and verify state changes. The server responds with confirmation of received state changes, allowing the client to reconcile any discrepancies and maintain reliable synchronization without blocking the game flow.
2Reliability
If the client device waits for server response before applying state changes, then synchronization is ensured, but gameplay is blocked causing undesirable delays
Solution Approach 1:
The client device applies state changes locally immediately and sends requests to the server asynchronously. The game continues running with local state changes without waiting for server confirmation, eliminating blocking delays while maintaining synchronization through subsequent server validation.
Solution Approach 2:
The system uses sequence numbers in requests and responses to track and verify state changes. The server responds with confirmation of received state changes, allowing the client to reconcile any discrepancies and maintain reliable synchronization without blocking the game flow.
3Ease of operation
If the client device operates offline, then gameplay can continue without interruption, but state changes cannot be synchronized with the server
Solution Approach 1:
The client device applies state changes locally immediately and stores them in a queue. When online, the client sends accumulated requests to the server in batches, ensuring both offline gameplay capability and eventual synchronization of all state changes.
Solution Approach 2:
The system uses sequence numbers to track which state changes have been sent to the server. When reconnecting online, the client can identify unprocessed requests and resend them, ensuring complete synchronization without requiring continuous online connection.
4Reliability
If the client device sends multiple individual requests for state changes, then each state change is processed, but network bandwidth is consumed and processing time increases
Solution Approach 1:
The client device accumulates multiple state change requests and sends them to the server in batches. This consolidates multiple individual requests into fewer larger requests, reducing network bandwidth consumption and server processing overhead while maintaining accurate processing of each state change through sequence number tracking.
Data Source
AI summary
A client device provides a computer implemented game. When there is a change in the state of the game, the updated state is applied to the game being played on the client device. The client device sends a request associated with the change in state to the server. The changes in state are verified by a response received from the server to the request.


