Dynamic Network Connection Selection for Video Games

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Solution Overview

Problem

Multiplayer video games often experience connection losses and latency issues due to network address translation (NAT) interoperability and poor quality of service (QoS), which affect the gaming experience and user engagement.

Innovation Solution

A system and method that dynamically select communication technology based on the success of peer-to-peer connections, transitioning to host or server-based communication using a communication processing server to manage connections, thereby reducing resource allocation and improving QoS.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If peer-to-peer connection is used for multiplayer video games, then resource allocation is reduced and device complexity is minimized, but connection reliability deteriorates due to NAT interoperability issues and poor QoS

Engineering Contradiction:
Improveconnection establishment complexityVSAvoidconnection stability
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent introduces a communication processing server as an intermediary to facilitate peer-to-peer connections. The server acts as a mediator that exchanges connection information between users without establishing direct communication channels, thereby resolving NAT interoperability issues while maintaining the resource efficiency of peer-to-peer architecture.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system performs preliminary connection establishment through the communication processing server before actual peer-to-peer gaming begins. Connection information is exchanged and validated in advance, ensuring that when users connect directly, the connection is already optimized and less susceptible to NAT-related failures.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If host system connection is used for MMORPGs, then connection reliability is improved, but resource allocation increases and device complexity increases

Engineering Contradiction:
Improveconnection stabilityVSAvoidresource allocation
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The patent segments the connection management function from the gaming function. The communication processing server handles only connection establishment and information exchange, while the actual gaming traffic flows directly between peers. This segmentation allows reliable connection management without requiring continuous host system intervention for all game data.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The connection management overhead is extracted from the host system and transferred to a dedicated communication processing server. This extraction allows the host system to focus on game logic while the server handles connection reliability, separating concerns to optimize resource allocation.

Inventive Principle:
Principle #2Taking out (Extraction)

3Use of energy by moving object

If peer-to-peer connection is attempted first, then resource allocation is optimized, but connection establishment time increases due to connection failures requiring fallback to server-based communication

Engineering Contradiction:
Improveresource allocationVSAvoidconnection establishment time
Core Design Contradiction:
Use of energy by moving objectVSLoss of time

Solution Approach 1:

Connection information is exchanged preliminarily through the communication processing server before actual peer-to-peer communication begins. This preliminary exchange validates connectivity and resolves NAT issues in advance, preventing connection failures during actual gameplay and eliminating the need for time-consuming fallback procedures.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10729975B1Network connection selection processing system
Publication Date: 2020.08.04 ELECTRONIC ARTS INC
  • US10729975B1 patent drawing
  • US10729975B1 patent drawing
  • US10729975B1 patent drawing

AI summary

Embodiments of a system and method for dynamically selecting a communication technology based at least in part on the success in forming a peer-to-peer connection for playing an instance of a video game are disclosed. Further, the systems may dynamically select a communication technology based on the quality of service of an established communication connection between two or more computing systems corresponding to two or more users attempting to play the instance of the video game. In some embodiments, the identification of a communication technology may occur during a gaming session and the communication technology used at the start of the game play session may be transitioned to another communication technology enabling the maintenance of a level of quality of service.