Distributed Multiplayer Game Host Migration

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Solution Overview

Problem

Centralized server-based multiplayer game architectures face challenges such as high maintenance costs, server capacity limitations, and player wait times due to the reliance on a single host for game management, leading to inefficiencies and potential game disruptions.

Innovation Solution

A distributed multiplayer game system where player consoles act as network peers, executing the same game script in parallel, with peer-to-peer communication to synchronize game states, and mechanisms for host migration to ensure continuous gameplay without relying on a centralized server.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a centralized server is used to host multiplayer games, then game management and synchronization are simplified, but maintenance costs and server capacity requirements increase substantially

Engineering Contradiction:
Improvegame managementVSAvoidserver capacity
Core Design Contradiction:
Ease of operationVSQuantity of substance

Solution Approach 1:

The centralized server architecture is segmented into distributed peer nodes. Each player's gaming device becomes an independent node that can host game sessions, distributing the hosting burden across multiple devices rather than relying on a single centralized server. This segmentation reduces the capacity requirements for any single server while maintaining game management capabilities.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Gaming devices are given multi-functionality by enabling them to serve both as player clients and as game hosts. This universal design allows any gaming device to perform hosting functions, eliminating the need for dedicated server infrastructure and reducing overall server capacity requirements while maintaining ease of game management.

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

2Productivity

If demand for multiplayer games rises beyond available server capacity, then more players can be served, but player wait times increase and gaming experience deteriorates

Engineering Contradiction:
Improveplayer throughputVSAvoidplayer wait time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system enables self-service hosting where players automatically find and join game sessions without requiring server-mediated matchmaking. Gaming devices autonomously discover other peers and initiate game sessions, eliminating the bottleneck of centralized server capacity and reducing player wait times while increasing the number of players that can be served simultaneously.

Inventive Principle:
Principle #25Self-service

3Quantity of substance

If all players run the same game script in parallel with peer-to-peer communication, then server maintenance costs are reduced, but network bandwidth usage and synchronization complexity increase

Engineering Contradiction:
Improveoperational costVSAvoidsynchronization mechanism
Core Design Contradiction:
Quantity of substanceVSDevice complexity

Solution Approach 1:

Instead of the server pushing game state to clients, the inversion approach has clients autonomously executing the game script and sharing only essential event data. This reverses the traditional client-server data flow, reducing operational costs by eliminating server infrastructure while managing synchronization complexity through event-driven communication rather than continuous state broadcasting.

Inventive Principle:
Principle #13The other way round (Inversion)

4Reliability

If high-level game events are broadcast to all players, then game state consistency is maintained, but network bandwidth consumption increases

Engineering Contradiction:
Improvegame state consistencyVSAvoidnetwork bandwidth
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The broadcast mechanism applies local quality by differentiating between high-level game events that require universal notification for consistency and low-level events that are only relevant to specific players. High-level events are broadcast to all players to maintain game state consistency, while low-level events are transmitted selectively, optimizing network bandwidth usage by sending data only where needed.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS9977795B1System and method for multiplayer network gaming
Publication Date: 2018.05.22 TAKE TWO INTERACTIVE SOFTWARE INC
  • US9977795B1 patent drawing
  • US9977795B1 patent drawing
  • US9977795B1 patent drawing

AI summary

Disclosed are systems and methods for operating a peer-to-peer multiplayer gaming architecture. Scripts are provided to define multi-player game environments and scenarios. The operation of the multiplayer game is accommodated by the transmission of high-level game events among the multiple players. One player is designated host and charged with maintaining the consistency among the game players. The host role is transferred from one player to another quickly and seamlessly, as needed.