Dead-Reckoning Vector Synchronization via Propagation Delay Compensation

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Solution Overview

Problem

In distributed multiplayer games, network delays cause deviations between the real and rendered trajectories of players/entities, leading to inaccuracies due to the use of dead-reckoning vectors, resulting in before and after export errors.

Innovation Solution

A method that modifies dead-reckoning vectors by incorporating an updated position calculated using the original position, trajectory, and expected propagation delay, which is determined by network proxies, to synchronize asset placement across game systems, reducing after export errors.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If dead-reckoning vectors are used to exchange player/entity movement information, then network communication efficiency is improved, but game playing accuracy deteriorates due to deviation between real and rendered trajectories

Engineering Contradiction:
Improvenetwork communication efficiencyVSAvoidgame playing accuracy
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent applies preliminary action by calculating and applying the expected propagation delay compensation in advance. The sending game system predicts how long the dead-reckoning vector will take to reach receiving game systems and pre-adjusts the trajectory data accordingly, so that when the vector arrives, the compensation has already been applied to maintain synchronization.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements feedback by having receiving game systems measure their actual propagation delay from the sending game system and feed this information back. This feedback loop allows the system to continuously refine and adjust the trajectory data, compensating for network delays and improving the accuracy of rendered player movements.

Inventive Principle:
Principle #23Feedback

2Manufacturing precision

If continuous exchange of player position information is implemented, then game playing accuracy is improved, but network bandwidth consumption increases

Engineering Contradiction:
Improvegame playing accuracyVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The patent applies partial action by transmitting only the necessary trajectory information (dead-reckoning vectors) rather than continuous position updates. This selective transmission approach provides sufficient accuracy for gameplay while significantly reducing network bandwidth consumption compared to continuous full position exchanges.

Inventive Principle:
Principle #16Partial or excessive action

3Manufacturing precision

If network propagation delay is compensated, then game playing accuracy is improved, but system complexity increases

Engineering Contradiction:
Improvegame playing accuracyVSAvoidsystem complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent introduces network proxies as intermediary components that handle the complexity of propagation delay measurement and compensation. These proxies act as mediators between game systems, measuring network conditions and adjusting trajectory data without requiring each individual game system to implement complex compensation algorithms, thereby reducing overall system complexity.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS9089771B2Method and apparatus for synchronizing assets across distributed systems
Publication Date: 2015.07.28 ALCATEL LUCENT SA
  • US9089771B2 patent drawing
  • US9089771B2 patent drawing
  • US9089771B2 patent drawing

AI summary

The invention includes a method and apparatus for synchronizing an asset within application space. The method includes receiving asset information comprising an original position of the asset within application space on a sending system and a trajectory of the asset within application space on the sending system, and determining an updated position adapted for placing the asset within application space on a receiving system, wherein the updated position is determined using the original position, the trajectory, and an expected propagation delay from the sending system to the receiving system. The expected propagation delay between the sending and receiving systems is determined by one or more network proxies. The original position and trajectory of the asset may be received in a data structure which may be modified to include the updated position for use by the receiving system in placing the asset within application space on the receiving system.