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

VSEngineering 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

Engineering Contradiction:
Improvegame state synchronization reliabilityVSAvoidlatency
Core Design Contradiction:
ReliabilityVSLoss of time

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.

Inventive Principle:
Principle #10Preliminary action

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.

Inventive Principle:
Principle #23Feedback

2Reliability

If the client device waits for server response before applying state changes, then synchronization is ensured, but gameplay is blocked causing undesirable delays

Engineering Contradiction:
Improvestate synchronization accuracyVSAvoidgameplay flow
Core Design Contradiction:
ReliabilityVSEase of operation

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.

Inventive Principle:
Principle #10Preliminary action

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.

Inventive Principle:
Principle #23Feedback

3Ease of operation

If the client device operates offline, then gameplay can continue without interruption, but state changes cannot be synchronized with the server

Engineering Contradiction:
Improveoffline gameplay capabilityVSAvoidstate synchronization
Core Design Contradiction:
Ease of operationVSReliability

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.

Inventive Principle:
Principle #10Preliminary action

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.

Inventive Principle:
Principle #23Feedback

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

Engineering Contradiction:
Improvestate change processing accuracyVSAvoidrequest processing efficiency
Core Design Contradiction:
ReliabilityVSProductivity

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.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS12390732B2Method and apparatus for providing a computer implemented application
Publication Date: 2025.08.19 KING COM
  • US12390732B2 patent drawing
  • US12390732B2 patent drawing
  • US12390732B2 patent drawing

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.