Dynamic Game Session Resource Allocation
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Solution Overview
Problem
Existing video game hosting systems lack dynamic resource allocation, leading to inefficient use of computing resources as the number of players changes, resulting in potential lag or resource wastage.
Innovation Solution
A system that monitors game session characteristics, such as CPU usage and player count, to dynamically allocate and reallocate computing resources, ensuring optimal resource utilization by adding or removing resources as needed, without requiring the game code to manage server resources.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If computing resources are statically allocated to game sessions, then resource management is simple, but resource utilization efficiency deteriorates when player count changes
Solution Approach 1:
The patent implements dynamic resource allocation where the game service continuously monitors game session characteristics (player count, CPU usage) and automatically adjusts computing resource allocation in real-time. This transforms the static resource allocation model into a dynamic one that adapts to changing game conditions, resolving the contradiction between management simplicity and utilization efficiency.
Solution Approach 2:
The system establishes a feedback loop where the game service monitors game session characteristics and uses this information to make informed resource allocation decisions. The monitoring component tracks player count and resource usage, feeds this information back to the resource allocation logic, which then adjusts resources accordingly. This feedback mechanism enables efficient resource utilization while maintaining automated management.
2Productivity
If computing resources are dynamically allocated based on player count, then resource utilization efficiency improves, but system complexity increases
Solution Approach 1:
The patent introduces a game service as an intermediary layer between the game sessions and the computing resources. This intermediary handles the complexity of monitoring game characteristics and making resource allocation decisions, while game developers can focus solely on game logic without needing to implement resource management code. The intermediary absorbs the system complexity while delivering efficient resource utilization.
Solution Approach 2:
The system implements self-service resource allocation where the game service automatically monitors its own game sessions and makes resource allocation decisions without external intervention. The monitoring component tracks game characteristics and triggers resource allocation changes autonomously based on predefined thresholds and conditions, reducing the need for complex external management systems.
3Reliability
If more computing resources are allocated to support peak player counts, then gaming performance is maintained, but resource wastage increases during low-usage periods
Solution Approach 1:
The patent implements dynamic resource allocation that adjusts computing resources in real-time based on actual game session characteristics. During peak player counts, resources are automatically increased to maintain gaming performance. During low-usage periods, resources are reduced to minimize wastage. This dynamic adjustment resolves the contradiction between maintaining performance stability and reducing resource wastage.
Solution Approach 2:
The system changes resource allocation parameters (CPU cores, memory, processing power) based on monitored game characteristics such as player count and resource usage metrics. When player count increases or resource utilization thresholds are exceeded, the system increases allocation parameters. When player count decreases, the system reduces parameters, thereby maintaining performance during peaks while minimizing wastage during lows.
4Ease of operation
If game code includes resource management logic, then resource control is integrated, but game development complexity increases
Solution Approach 1:
The patent extracts resource management logic from the game code and places it in the game service layer. Game developers only need to write game logic code without incorporating resource management routines. The game service handles all resource allocation, monitoring, and adjustment operations externally, separating resource control concerns from game development and reducing game code complexity while maintaining integrated resource control.
Solution Approach 2:
The game service acts as an intermediary that handles resource management on behalf of game sessions. Instead of game code directly managing resources, the intermediary game service monitors game characteristics and automatically adjusts resources. This intermediary approach provides integrated resource control while keeping game development simple, as developers interact with the game service rather than directly managing underlying resources.
Data Source
AI summary
Embodiments of the present invention monitor and dynamically allocate computing resources to game sessions running within a game service. A game service provides a remote gaming environments to which users connect over a wide area network, such as the internet. A game session runs a single instance of a game title. The game session runs the video game code responsible for creating the playing experience for the users. Various characteristics of the game session may be monitored and used to allocate computing resources. Usage of computing resources, such as central processing unit (“CPU”) may be monitored directly. In another embodiment, the number of players connected to the game session is monitored and computing resources are allocated dynamically as the number of players increases or decreases.


