Controller State Routing for Intent-Aware Client-Server Networking
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Solution Overview
Problem
Existing networking technologies for computer controller systems, particularly in isometric gaming engines and server-side computing environments, fail to effectively communicate user intent and additional state data due to bandwidth limitations, leading to suboptimal responsiveness and control schemes.
Innovation Solution
Implement a method where a controller determines predicted user intent and provides additional state data through separate communication channels, allowing for enhanced user input recognition and improved control responsiveness by transmitting a first set of state data over one channel and a second set of intent-based data over another.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If full state data is transmitted over the network, then user intent accuracy is improved, but bandwidth consumption increases
Solution Approach 1:
The patent extracts only the essential state data needed for accurate user intent recognition and transmits it separately from the full state data. The controller identifies and transmits a subset of state data (first set) that contains the necessary information for determining user intent, thereby reducing bandwidth consumption while maintaining accuracy.
Solution Approach 2:
The patent segments the state data transmission into multiple channels: a first communication channel for full state data and a second communication channel for additional state data related to predicted user intent. This segmentation allows the system to transmit data selectively based on needs, optimizing the balance between accuracy and bandwidth usage.
2Speed
If additional state data is transmitted to improve user intent recognition, then responsiveness is improved, but network complexity increases
Solution Approach 1:
The patent implements dynamic data transmission where the controller predicts user intent based on current state data and adjusts the transmission accordingly. When user intent is predicted, additional state data is transmitted over a second communication channel to enhance responsiveness. This dynamic approach allows the system to adapt to varying gameplay scenarios without permanently increasing network complexity.
Solution Approach 2:
The controller acts as an intermediary that processes state data, predicts user intent, and determines which additional data needs to be transmitted. This intermediary function simplifies the network architecture by centralizing the decision-making logic in the controller rather than requiring complex server-side processing for every data transmission decision.
3Measurement precision
If predictive intent determination is implemented, then gameplay accuracy is improved, but processing time increases
Solution Approach 1:
The controller performs preliminary processing of state data locally to determine user intent before transmitting additional data to the server. This preliminary action reduces the processing burden on the server and minimizes overall processing time by performing intent determination as close to the input source as possible.
Solution Approach 2:
The controller independently predicts user intent based on received state data without requiring constant server intervention. This self-service capability allows the controller to make real-time decisions about data transmission and gameplay responses, reducing processing delays while maintaining high accuracy.
Data Source
AI summary
Described herein are techniques for transmitting state data between a controller and another electronic device. In embodiments, such techniques may comprise receiving, at a user device, input that relates to a first action to be performed by an avatar; providing, to a second electronic device, a first set of state data generated from the received input over a first communication channel; and determining a user intent that relates to a second action to be performed by the avatar. Based on the user intent, a second set of state data can be generated that is different from the first set of state data and includes less than all available state data. The second set of state data can be provided to the second device over a second communication channel, causing the avatar to perform a modified action.


