Dynamic Split Control Allocation in Cloud Gaming
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Solution Overview
Problem
Current video game technologies limit collaborative gameplay by restricting control sharing and passing between multiple users, resulting in a lack of immersive and dynamic interactive experiences.
Innovation Solution
The implementation of a system that allows for the bifurcation and aggregation of input data from multiple users, enabling shared control of a single player's activity in a video game, where input data from secondary clients is combined and applied to a cloud gaming computer to drive the execution of the game, facilitating collaborative gameplay and dynamic control distribution.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If control is shared among multiple users through input aggregation, then collaborative gameplay and interactive experience are enhanced, but system complexity and input processing requirements increase
Solution Approach 1:
The control system is segmented into distinct input sources (primary client device and secondary client devices) with dedicated input aggregation logic. Each user's inputs are processed separately through the video game session, allowing collaborative gameplay while maintaining organized system architecture.
Solution Approach 2:
The video game session acts as an intermediary that receives inputs from multiple client devices and aggregates them into unified game state changes. This mediator approach allows multiple users to control game entities without requiring direct peer-to-peer communication between clients.
2Productivity
If multiple users provide input data simultaneously, then gameplay dynamics and team-based scenarios are enabled, but input data aggregation and processing complexity increase
Solution Approach 1:
Inputs from multiple client devices are merged into a unified game state through the video game session. The system combines control inputs, camera controls, and other user inputs into coordinated actions that drive game entities, enabling team-based gameplay while managing processing through unified state management.
Solution Approach 2:
The control allocation is dynamic rather than static. The system allows different users to control different aspects of game entities based on their respective client devices, with the ability to switch control between users and adjust input aggregation in real-time based on gameplay needs.
3Adaptability or versatility
If control is passed between users dynamically, then strategic flexibility and team coordination are enhanced, but control management complexity increases
Solution Approach 1:
Control allocation between users is dynamically adjustable. The system allows control to be passed between different client devices and users during gameplay, with the video game session managing the dynamic reassignment of control rights without requiring complex manual configuration.
Solution Approach 2:
The video game session automatically manages control aggregation and input coordination without requiring external intervention. The system self-regulates how inputs from multiple users are combined and applied to game entities, reducing the burden on users to manually manage control complexity.
Data Source
AI summary
A method includes: executing a video game by a cloud gaming computer; streaming, by a video server over a network, video generated from the executing video game to a primary client device and to one or more secondary client devices; determining an allocation of commands mapped to a first controller device operably connected to the primary client device, the allocation assigning different portions of the commands for control via the first controller and via one or more second controllers associated with the one or more secondary client devices; receiving, over the network by an input aggregation server, input data from the primary client device and the secondary client devices, and generating combined input data using the input data, that defines the commands for the video game; applying, by the cloud gaming computer, the combined input data to drive the execution of the video game.


