Coordinate Mapping for Scalable Server Distribution

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing online game systems face challenges in distributing large-scale interactions across multiple servers without bottlenecks, limiting scalability and creativity, as they often rely on game-specific methods that restrict block addition and storage across different servers.

Innovation Solution

A method that maps in-game coordinate addresses to server coordinate addresses using bitwise logic, allowing for variable-sized summarization of n-dimensional integral coordinate systems, enabling independent storage of blocks on multiple servers and seamless player handoff between servers based on coordinates.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a single server is used for online game interactions, then the system implementation is simple, but the system cannot scale to large amounts of players and creates bottlenecks

Engineering Contradiction:
Improveplayer interaction capacityVSAvoidserver distribution complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent divides the game world into discrete blocks with integral coordinate addresses, allowing the game environment to be segmented and distributed across multiple servers. Each server manages specific coordinate ranges, enabling scalable player interaction while maintaining system manageability through structured division of the game space.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent creates a universal coordinate mapping system that works across different server configurations. The bitwise logic for extracting server coordinates from integral coordinate addresses provides a game-specific yet universally applicable method that can be implemented in various online game types without requiring game-specific distribution methods.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If game-specific distribution methods are used, then the system can be implemented, but blocks cannot be freely added and creativity is limited

Engineering Contradiction:
Improveblock addition flexibilityVSAvoidsystem implementation complexity
Core Design Contradiction:
Adaptability or versatilityVSEase of manufacture

Solution Approach 1:

The patent implements a dynamic block addressing system where blocks can be freely added, removed, and reassigned to different servers based on coordinate mapping. The variable summarization level allows the system to adapt to different block sizes and server configurations, enabling creative freedom in game design while maintaining systematic management through coordinate-based addressing.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent uses variable summarization levels that can be adjusted to change the degree of coordinate compression and server coordinate extraction. This parameter adjustment allows flexible configuration of block sizes and server distributions, enabling creators to optimize the system for different game requirements without changing the fundamental implementation approach.

Inventive Principle:
Principle #35Parameter changes

3Reliability

If load screens and bottlenecks are implemented, then server load is managed, but player experience is degraded and transitions are disrupted

Engineering Contradiction:
Improveserver load managementVSAvoidplayer movement smoothness
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent performs preliminary coordinate mapping and server identification using bitwise logic before players need to move between servers. By pre-calculating which server manages which coordinate ranges and maintaining ready-state connections, the system enables seamless player transitions without load screens or bottlenecks, as server handoff is already prepared based on coordinate position.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent introduces a coordinate mapping system as an intermediary layer between players and servers. This mapping system using bitwise logic acts as a mediator that translates integral coordinate addresses to server coordinates, enabling automatic and seamless server selection without requiring manual load management or disruptive load screens.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Productivity

If variable summarization is used for coordinate mapping, then scalability is enhanced and blocks can be independently stored, but the addressing system becomes more complex

Engineering Contradiction:
Improvesystem scalabilityVSAvoidaddressing system complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent replaces complex addressing mechanics with simple bitwise logic operations. Instead of using complicated addressing systems, the patent uses bitwise AND operations to extract server coordinates from integral coordinate addresses, significantly simplifying the implementation while maintaining scalability and the ability to independently store and manage blocks across multiple servers.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS10188952B1Method for dynamically mapping servers
Publication Date: 2019.01.29 CONTROLLED PROTOCOLS INC
  • US10188952B1 patent drawing
  • US10188952B1 patent drawing
  • US10188952B1 patent drawing

AI summary

A method for variable sized summarization of n-dimensional integral coordinate systems. A three or other dimensional area is defined with an integral coordinate system. Blocks are defined within the three or other dimensional area with coordinate summary addresses. The coordinate addresses are mapped to server coordinates so that each block can be independently stored on one or more servers.