Dynamic Spectator Channel for Multiplayer Game Broadcasting
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Solution Overview
Problem
Existing multi-user network platforms face challenges in providing immersive viewing experiences for online consumers of live multiplayer games due to the virtual nature of these games, lacking the sophisticated hardware used in traditional sports, which affects the quality and engagement of spectator experiences.
Innovation Solution
A multi-user system that includes network interfaces, processors, and memory to host game sessions, define spectator attributes for media streams, update current spectator values based on user inputs, and integrate designated media streams into a spectator channel for broadcasting, allowing users to influence the views of live gameplay through voting and preference feedback.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If traditional sophisticated hardware (cameras, wires, cables) is used to capture different views of live-game play, then informative and immersive viewing experiences are provided, but such hardware cannot be applied to online multiplayer games due to their virtual nature
Solution Approach 1:
The patent creates virtual copies of camera viewpoints within the game environment. Instead of using physical cameras to capture real-world sports, the system generates synthetic media streams from virtual camera positions placed in the game world, allowing spectators to view gameplay from multiple perspectives as if physical cameras were present
Solution Approach 2:
The system introduces an intermediary layer between the game engine and the spectator interface. This intermediary processes game state data and generates synthetic media streams that simulate traditional broadcast views, bridging the gap between virtual gameplay and traditional broadcasting expectations
2Ease of operation
If multiple media streams are provided for different views of live game play, then spectator choice and engagement are improved, but system complexity and processing requirements increase
Solution Approach 1:
The system dynamically adjusts which media streams are generated and transmitted based on real-time spectator behavior. When a particular viewpoint becomes popular among spectators, the system increases resources for that stream; when interest wanes, resources are reallocated. This dynamic adaptation allows multiple streams to be managed efficiently without static over-provisioning
Solution Approach 2:
The system changes parameters such as video resolution, frame rate, and bitrate for different media streams based on spectator demand and network conditions. Popular viewpoints receive higher quality parameters, while less-watched streams use lower parameters, optimizing overall system performance and reducing total processing requirements
3Extent of automation
If user inputs are continuously processed to update spectator values in real-time, then interactive viewing experience is improved, but computational load and processing time increase
Solution Approach 1:
Instead of continuously processing every user input in real-time, the system implements periodic updates at strategically chosen moments. Spectator values are updated at regular intervals or triggered by significant game events, reducing computational load while maintaining the illusion of real-time responsiveness for spectators
Solution Approach 2:
The system pre-calculates and pre-processes potential media streams and spectator value configurations before they are actually needed. When user inputs arrive, the system can quickly select from pre-prepared options rather than computing everything from scratch, significantly reducing real-time processing requirements
Data Source
AI summary
A multi-user system hosts a game session over a communication network. The game session includes a plurality of media streams that show one or more views of live game play for the game session. The multi-user system further assigns a spectator value to each media stream, updates one or more spectator values based on user inputs received during the game session, selects, for one or more time periods of the game session, one media stream to broadcast based on the spectator value assigned to the one media stream for the one or more time periods, and broadcasts the one media stream over the communication network.


