Dynamic QoS Management for Multiplayer Gaming

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Solution Overview

Problem

Massively multiplayer games face challenges in managing network communications bandwidth as players experience varying levels of game sensitivity, leading to inefficient resource consumption, particularly during highly sensitive game moments such as enemy encounters or group activities, while low sensitivity moments result in unnecessary resource allocation.

Innovation Solution

A dynamic quality of service (QoS) management system that monitors game moments and adjusts computing resource allocation in real-time, enhancing access during highly sensitive moments and reducing it during less sensitive ones, using a QoS management module to detect game sensitivity and apply corresponding resource modifications such as increased bandwidth, memory, or processor usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If computing resources are allocated at maximum capacity for all players at all times, then player performance during sensitive moments is ensured, but network bandwidth and system resources are wasted during low sensitivity moments

Engineering Contradiction:
Improveplayer performance during sensitive momentsVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The system dynamically adjusts computing resource allocation based on real-time game sensitivity detection. The QoS management module continuously monitors game moments and modifies resource allocation parameters (network bandwidth, processor usage, memory access) according to the detected sensitivity level, transitioning from static maximum allocation to adaptive dynamic allocation that matches actual game demands.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The invention changes key parameters of resource allocation (bandwidth capacity, processing priority, memory allocation) based on the sensitivity parameter of game moments. When sensitivity exceeds a threshold, the system adjusts these parameters to provide enhanced resource access; when sensitivity is low, parameters are reduced to conserve network bandwidth and system resources.

Inventive Principle:
Principle #35Parameter changes

2Loss of energy

If computing resources are reduced for all players at all times, then network bandwidth is conserved, but player performance during sensitive moments deteriorates

Engineering Contradiction:
Improvenetwork bandwidth consumptionVSAvoidplayer performance during sensitive moments
Core Design Contradiction:
Loss of energyVSReliability

Solution Approach 1:

The system employs dynamic resource allocation that responds to real-time game conditions. Rather than maintaining static reduced allocation, the QoS management module continuously detects game sensitivity and adjusts resource allocation accordingly, ensuring minimum performance requirements are met during sensitive moments while conserving resources during less critical periods.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The invention implements parameter-based resource allocation where network bandwidth, processing power, and memory access parameters are adjusted according to the detected game sensitivity. This allows the system to operate at lower resource levels during normal gameplay while automatically escalating resource allocation when sensitivity thresholds are exceeded.

Inventive Principle:
Principle #35Parameter changes

3Device complexity

If uniform resource allocation is provided to all players, then system management is simplified, but resource efficiency decreases during low sensitivity moments

Engineering Contradiction:
Improveresource management complexityVSAvoidresource utilization efficiency
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The system applies local quality by providing differentiated resource allocation to individual players based on their specific game moment sensitivity rather than uniform allocation. The QoS management module identifies which players are experiencing sensitive moments and allocates enhanced resources locally to those specific players, while other players receive standard or reduced allocation, optimizing overall resource efficiency.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The invention transforms static uniform resource allocation into dynamic differentiated allocation. The system continuously monitors each player's game state and adjusts resource allocation in real-time based on individual sensitivity levels, allowing the system to maintain simplicity in management logic while achieving high resource utilization efficiency through adaptive responses.

Inventive Principle:
Principle #15Dynamics

4Reliability

If resource allocation is increased during sensitive moments, then player experience is enhanced, but network bandwidth consumption increases

Engineering Contradiction:
Improveplayer experience qualityVSAvoidnetwork bandwidth usage
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The system changes network bandwidth allocation parameters dynamically based on game sensitivity detection. When the QoS management module detects that a player is experiencing a highly sensitive game moment, it adjusts the bandwidth parameter for that player to provide enhanced resource access. When sensitivity is low, the bandwidth parameter is reduced, optimizing the balance between experience quality and network resource consumption.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS10238971B2Dynamic quality of service management in multiplayer gaming
Publication Date: 2019.03.26 LENOVO ENTERPRISE SOLUTIONS (SINGAPORE) PTE LTD
  • US10238971B2 patent drawing

AI summary

Embodiments of the present invention provide a method, system and computer program product for dynamic quality of service (QoS) management for multi-player gaming. In an embodiment of the invention, a method for dynamic QoS management for multi-player gaming is provided. The method includes monitoring a multi-player game and detecting a game moment for a game player in the multi-player game. The method also includes determining a degree of sensitivity for the game moment and enhancing access to a computing resource of the game player in response to determining the game moment to be highly sensitive. In one aspect of the embodiment, the method additionally includes detecting a subsequent game moment for the game player in the multi-player game, determining a degree of sensitivity for the subsequent game moment, and reducing access to the computing resource of the game player in response to determining the game moment to be less sensitive.