Control Signal Bifurcation for Low-Latency Multiplayer Streaming
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Solution Overview
Problem
Unoptimized latency in multi-player game streaming scenarios due to unnecessary control signal hops between a light client edge device, a local processing device, and a remote multi-player server, particularly in edge gaming setups where PCs are distant from the server.
Innovation Solution
Implement control bifurcation methods and systems that duplicate control signals, sending one copy directly to the local PC and another directly to the remote server, with the server using the first received copy for global game state updates and discarding duplicates, identified by common control signal signatures.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If control signals are sent through the local PC to the remote server, then the game rendering can proceed normally, but the control signal latency increases due to unnecessary intermediate hops
Solution Approach 1:
The control signal transmission path is segmented into two separate channels: one path sends control signals from the light client edge device to the local PC for rendering, and another path sends control signals directly from the light client edge device to the remote server for game state updates. This segmentation allows each path to perform its specific function without unnecessary intermediate hops, resolving the contradiction between rendering reliability and control signal latency.
Solution Approach 2:
The patent introduces a control signal duplication and routing mechanism that acts as an intermediary. The light client edge device duplicates control signals and routes them through different paths: one through the local PC and another directly to the remote server. This intermediary mechanism enables the system to maintain both rendering reliability and minimize control signal latency by selecting the optimal path.
2Loss of time
If control signals are sent directly from the light client edge device to the remote server, then control signal latency is minimized, but signal conflicts may occur due to duplicate control signals
Solution Approach 1:
The light client edge device creates duplicate copies of control signals and sends them through different paths. Each copy is properly routed and tracked to ensure that the remote server receives only one valid control signal for processing, eliminating signal conflicts while maintaining low latency through direct transmission paths.
Solution Approach 2:
The system implements a feedback mechanism where the remote server acknowledges received control signals and the light client edge device tracks which signals have been successfully delivered. This feedback loop prevents duplicate processing of the same control signal, ensuring signal consistency while allowing direct low-latency transmission paths.
Data Source
AI summary
A control bifurcation method and system for multi-player game streaming including: at a light client edge device, copying and signing a control signal and a sending a signed copy of the control signal to each of a local personal computer (PC) rendering a game and a remote multi-player server updating a global game state of the game using control signals from a plurality of gamers; and, at the multi-player server, updating the global game state of the game using one of the signed copy of the control signal received from the light client edge device and a signed copy of the control signal received from the PC that is received first, and disregarding and discarding one of the signed copy of the control signal received from the light client edge device and the signed copy of the control signal received from the PC that is received second.


