Dynamic Game Data Request Timing for Server Load Management

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Solution Overview

Problem

In social network games, events often lead to frequent requests for game data, causing access concentration to the server and potential delays in acquiring necessary information, especially when user playtimes do not align with stored date-time conditions.

Innovation Solution

Implementing a system where terminal devices request game data from the server only when the gaming value exceeds a predetermined threshold and update intervals are shortened based on accumulated gaming value, with the server adjusting response timing based on the number of requests within a period.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of time

If terminal devices send game data requests frequently during events, then users can acquire necessary game information timely, but access concentration to the server increases causing delays

Engineering Contradiction:
Improvetime to acquire game dataVSAvoidserver response reliability
Core Design Contradiction:
Loss of timeVSReliability

Solution Approach 1:

The patent implements dynamic request interval adjustment where the time interval between game data requests is not fixed but adapts based on the accumulated gaming value. When gaming value increases by a threshold amount, the request interval is shortened, allowing timely data acquisition when needed most while avoiding excessive requests during stable periods, thus resolving the contradiction between timely data acquisition and server response reliability

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameter of request timing from fixed date-time conditions to variable intervals based on gaming value thresholds. This parameter change allows the system to optimize request timing dynamically - requesting data when gaming value changes significantly (indicating potential game state changes) while maintaining longer intervals during stable periods, thereby reducing access concentration while ensuring timely information acquisition

Inventive Principle:
Principle #35Parameter changes

2Reliability

If terminal devices request game data at fixed date-time intervals, then server load is reduced, but game data may not be requested at suitable timing when gaming value changes

Engineering Contradiction:
Improveserver stabilityVSAvoidtimeliness of game data
Core Design Contradiction:
ReliabilityVSLoss of information

Solution Approach 1:

The patent implements a feedback mechanism where the terminal device monitors changes in gaming value and uses this information to trigger game data requests. When the accumulated gaming value increases by a predetermined threshold, this feedback signal triggers a request for updated game data, ensuring that data is requested at suitable timing when game state changes are likely, while maintaining server stability through intelligent request spacing

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system performs preliminary monitoring of gaming value accumulation and prepares to request game data in advance when threshold changes are detected. This preliminary action ensures that when game state changes occur (indicated by gaming value threshold changes), the terminal is ready to request updated data immediately, preventing information delays while avoiding unnecessary requests during stable periods

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11189129B2Game system, method of controlling game system, and recording medium
Publication Date: 2021.11.30 UNIVERSAL ENTERTAINMENT CORP
  • US11189129B2 patent drawing
  • US11189129B2 patent drawing
  • US11189129B2 patent drawing

AI summary

A game system includes: terminal devices on each of which a game is playable; and a server which is connected to the terminal devices in a communicable manner and manages game data used in the game played on the terminal devices, each of the terminal devices including a controller, and the controller being programmed to execute the processes of: executing the game in which an accumulable gaming value is increased or decreased in accordance with a result; and requesting the server to send the game data managed by the server, when an amount of increase of the gaming value as a result of the game is equal to or larger than a predetermined threshold.