Edge-Cloud Game Servers for Scalable Low-Latency Responses

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Solution Overview

Problem

Existing game systems struggle to simultaneously achieve scalability and low latency in response performance with the advent of 5G networks and multi-access edge computing (MEC).

Innovation Solution

A game system architecture involving edge-side and cloud-side servers, where edge-side servers provide immediate responses and aggregate requests, while cloud-side servers process and finalize results, with player terminals receiving responses asynchronously.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If conventional cloud computing with horizontal distribution is used, then scalability is improved, but response latency increases

Engineering Contradiction:
ImprovescalabilityVSAvoidresponse latency
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent segments the computing system into edge-side servers distributed at network edges and cloud-side servers centralized in the cloud. Edge-side servers handle immediate requests locally for low latency, while cloud-side servers aggregate requests for scalable processing. This spatial segmentation resolves the contradiction by placing computation closer to users while maintaining cloud scalability.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces edge-side servers as intermediary components between clients and cloud-side servers. These intermediaries receive requests, execute immediate processing locally, aggregate results, and communicate with cloud-side servers. This intermediary layer enables both low latency local responses and scalable cloud processing without direct client-to-cloud connections.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Loss of time

If edge-side servers process all requests immediately, then response latency is reduced, but system complexity increases

Engineering Contradiction:
Improveresponse latencyVSAvoidsystem complexity
Core Design Contradiction:
Loss of timeVSDevice complexity

Solution Approach 1:

The patent applies partial action by having edge-side servers process only the immediate response portion of requests locally, while deferring aggregate processing to cloud-side servers. This partial execution at the edge reduces latency for critical immediate responses without requiring the edge system to handle all processing complexity.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The patent merges the functionality of immediate response processing and aggregate result computation into a unified edge-side server that coordinates with cloud-side servers. The edge-side server combines local execution with aggregation capabilities, reducing overall system complexity by consolidating functions rather than distributing them completely.

Inventive Principle:
Principle #5Merging (Combining)

3Productivity

If requests are aggregated and processed centrally in the cloud, then processing efficiency is improved, but communication overhead increases

Engineering Contradiction:
Improveprocessing efficiencyVSAvoidcommunication overhead
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The patent applies preliminary action by having edge-side servers perform immediate processing and aggregation of results before communicating with cloud-side servers. This preliminary processing at the edge reduces the amount of data that needs to be transmitted to the cloud, thereby reducing communication overhead while maintaining centralized processing efficiency for aggregate operations.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12383826B2Game system, edge-side server, cloud-side server, game terminal, and game control method
Publication Date: 2025.08.12 CYGAMES INC
  • US12383826B2 patent drawing
  • US12383826B2 patent drawing
  • US12383826B2 patent drawing

AI summary

An edge-side server, upon receiving a request transmitted from a player terminal, transmits a first response to the request to the player terminal, and, per certain period, transmits an aggregation result, in which the results of processing based on requests are aggregated, to a cloud-side server. Then, the edge-side server receives the result of processing based on the aggregation result, executed at the cloud-side server, and transmits the result of processing as a second response to the player terminal. For a single request, the player terminal receives the first response and the second response in this order via asynchronous I/O from the edge-side server.