Dynamic Wait Period Management for Game Server Load Balancing

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Solution Overview

Problem

Players experience stress due to inappropriate setting of wait times during game operations, leading to unsatisfactory gaming experiences.

Innovation Solution

An information processing system and method that includes a terminal-side transmission unit, computation unit, rendering-information setting unit, display control unit, and wait period setting units at both the player terminal and server, allowing for dynamic adjustment of wait periods based on player operations and game states to manage stress effectively.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Power

If the wait time is set to manage server processing load, then the server processing load is reduced, but the player experiences stress due to inappropriate wait time setting

Engineering Contradiction:
Improveserver processing loadVSAvoidplayer stress
Core Design Contradiction:
PowerVSEase of operation

Solution Approach 1:

The patent implements dynamic wait time adjustment where the terminal-side wait period is flexibly set based on server processing status. When the server is busy, the terminal extends its local wait period to prevent additional load, while when the server is available, actions are transmitted immediately. This dynamic adaptation resolves the contradiction by making the wait time system responsive to actual server conditions rather than using fixed timing.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent applies preliminary action by having the terminal accumulate action identification information in storage during terminal-side wait periods before transmission occurs. This allows the terminal to prepare actions locally without requiring immediate server processing, reducing server load while maintaining player agency. The accumulated actions are automatically transmitted when the wait period ends, eliminating player stress from manual timing adjustments.

Inventive Principle:
Principle #10Preliminary action

2Speed

If actions are transmitted immediately upon player selection, then player responsiveness is improved, but server processing load increases

Engineering Contradiction:
Improveaction transmission speedVSAvoidserver processing load
Core Design Contradiction:
SpeedVSPower

Solution Approach 1:

The patent introduces a terminal-side wait period mechanism as an intermediary between player action selection and server transmission. This intermediate layer buffers immediate player inputs, accumulating action identification information locally before transmitting to the server. This resolves the contradiction by decoupling player responsiveness from immediate server processing - players can select actions quickly without directly increasing server load, as transmissions are batched and timed based on server conditions.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Power

If the terminal-side wait period is extended to reduce server load, then server processing load is reduced, but action transmission is delayed

Engineering Contradiction:
Improveserver processing loadVSAvoidaction transmission delay
Core Design Contradiction:
PowerVSLoss of time

Solution Approach 1:

The patent implements periodic transmission of accumulated actions after terminal-side wait periods. Instead of continuous or immediate transmission, the system uses periodic batches triggered by wait period expiration. This resolves the contradiction by transforming continuous transmission demands into periodic bursts - the server experiences reduced load between periods while actions are still transmitted systematically, minimizing overall delay through efficient batching rather than continuous processing.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS12064686B2Information processing system and information processing method
Publication Date: 2024.08.20 CYGAMES INC
  • US12064686B2 patent drawing
  • US12064686B2 patent drawing
  • US12064686B2 patent drawing

AI summary

An information processing system comprises a player terminal and a server, wherein the player terminal is configured to execute: transmission processing for transmitting action identification information corresponding to a selected action to the server on the basis of an input of a selecting operation for selecting one of a plurality of actions, the server is configured to execute: update processing for updating a parameter at least on the basis of the received action identification information; and setting rendering information at least on the basis of the received action identification information, the player terminal is further configured to execute: displaying an action image on a display on the basis of the received rendering information; and setting a terminal-side wait period on the basis of an input of a specific operation, and the player terminal does not execute the transmission processing during the terminal-side wait period.