Dynamic Virtual World Topology for Overcrowding

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Solution Overview

Problem

Existing virtual world environments face overcrowding issues in popular areas, leading to user exclusion and inefficient resource allocation, as they rely on contiguous topologies that do not scale dynamically with user demand, resulting in underutilized empty spaces.

Innovation Solution

A dynamic and scalable topology is implemented, allowing multiple instances of virtual places, with instance spawning and routing servers managing runtime conditions to allocate or de-allocate instances based on occupancy, ensuring continuous user experience and efficient resource utilization by distributing users across available instances.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If multiple instances of virtual places are created to prevent overcrowding, then user accessibility is improved, but system complexity increases

Engineering Contradiction:
Improveuser accessibilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The virtual world is segmented into multiple instances of places, where each place can exist as one or more separate instances. This segmentation allows users to be distributed across different instances of the same place, preventing overcrowding while maintaining the logical structure of the virtual world topology.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically creates or destroys instances of places based on runtime conditions such as user occupancy. When a place becomes overcrowded, additional instances are created; when instances are underutilized, they are destroyed. This dynamic behavior adapts the system complexity to actual user needs.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If multiple instances of virtual places are maintained to distribute users, then overcrowding is prevented, but resource allocation efficiency decreases

Engineering Contradiction:
Improveuser distributionVSAvoidresource allocation efficiency
Core Design Contradiction:
Adaptability or versatilityVSLoss of energy

Solution Approach 1:

The system discards (destroys) instances of places when they are no longer needed, such as when user occupancy is low. The resources previously allocated to these instances are recovered and made available for other uses. This prevents wasted resources on empty virtual places while maintaining instances when needed for user distribution.

Inventive Principle:
Principle #34Discarding and recovering

Solution Approach 2:

The system automatically monitors runtime conditions and manages instance creation and destruction without manual intervention. The virtual world environment self-regulates its resource allocation based on actual user presence and activity, optimizing efficiency while maintaining user distribution.

Inventive Principle:
Principle #25Self-service

3Productivity

If instances are dynamically created and destroyed based on runtime conditions, then resource utilization is optimized, but system stability decreases

Engineering Contradiction:
Improveresource utilizationVSAvoidsystem stability
Core Design Contradiction:
ProductivityVSStability of the object's composition

Solution Approach 1:

The system continuously monitors runtime conditions such as user occupancy, activity levels, and resource usage. This feedback loop enables the system to make informed decisions about when to create or destroy instances, balancing resource utilization with system stability by responding to actual conditions rather than arbitrary triggers.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS9550125B2Dynamic and scalable topology for virtual world environments
Publication Date: 2017.01.24 ROBLOX CORP
  • US9550125B2 patent drawing
  • US9550125B2 patent drawing
  • US9550125B2 patent drawing

AI summary

The present invention pertains to a method and apparatus for providing a dynamic and scalable topology for virtual world environments. In one embodiment, the method may include determining, in response to a request of a user computer system to transfer from a first place to a second place in a virtual environment, an instance of a second place that satisfies the request. The method may also include directing the user computer system to a game server that provides the determined instance of the second place.