Distributed Node Cluster for Real-Time Game Interaction
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Solution Overview
Problem
Current online gaming platforms lack real-time content delivery and user interaction, particularly in connection with live entertainment events, limiting the ability for global users to participate in synchronized and competitive gaming experiences.
Innovation Solution
A system and method for real-time interactive game participation that utilizes a network of nodes with available bandwidth to facilitate direct communication between game clients and a central system, including modules for user selection, game state updates, and scorekeeping, enabling users to predict and compete in live events across various platforms.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If a network of nodes with available bandwidth is used to facilitate direct communication between game clients and central system, then real-time content delivery and user interaction are enabled, but device complexity and network infrastructure requirements increase
Solution Approach 1:
The system segments the network infrastructure into multiple distributed nodes instead of using a single centralized server. Each node can independently handle game client connections and process real-time data, dividing the overall system complexity into manageable parts while maintaining real-time communication capabilities.
Solution Approach 2:
The patent introduces intermediary nodes that act as mediators between game clients and the central system. These nodes buffer, route, and manage data traffic, enabling real-time communication while abstracting the underlying network complexity from both clients and the central system.
2Productivity
If millions of users are enabled to participate and compete globally in real-time, then user engagement and entertainment value increase, but network bandwidth requirements and system load increase
Solution Approach 1:
The system implements local quality by allowing nodes to serve local user groups with optimized bandwidth allocation. Each node manages its local cluster of users efficiently, reducing overall network bandwidth consumption while maintaining high user participation capacity across the global system.
Solution Approach 2:
The patent applies partial action by implementing lazy loading and on-demand data retrieval for user interactions. Not all user data and game states are loaded simultaneously, but only when needed, reducing peak bandwidth requirements while supporting millions of concurrent users.
3Ease of operation
If direct connection between client and node is established for communication, then communication efficiency and real-time interaction improve, but connection management complexity and node assignment overhead increase
Solution Approach 1:
The system implements self-service by enabling nodes to automatically manage their own connections and load balancing. Nodes can independently accept connections, manage their bandwidth, and coordinate with other nodes without requiring complex centralized connection management, simplifying overall system operation while maintaining efficiency.
Data Source
AI summary
A method is disclosed of providing real time interactive participation during a game by a plurality of users through a plurality of game clients, respectively, wherein progress of the game is defined by a plurality of plays, the method is implemented by a system in which one or more nodes on a network are configured to communicate with a plurality of game clients and a central system, each node including one or more servers, the one or more servers are programmed to execute the method, the method comprising: requesting, by a game client, to communicate with the central system via a node in a cluster; searching for a node in the cluster with available bandwidth to communicate with the game client; initiating a direct connection between the client and the node with available bandwidth for communication; assigning the node the game client to enable direct communication relating to the game between the game client and the node; receiving, via the game client, a selection from the user of a play in the game, the selected play having a risk and/or reward; and receiving, an actual play based on the actual outcome in the game.


