Embedded Speedrun Timer With Server-Based Rule Enforcement
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Solution Overview
Problem
Conventional speedrun games face challenges with long lead times for developers to implement timers and the need to ensure the timer does not interfere with game performance.
Innovation Solution
An embedded speedrun timer is implemented on a platform or server, allowing players to initiate speedruns with customizable rulesets and rules, apply punishments for rule violations, and terminate runs based on criteria, without requiring additional hardware.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If a speedrun timer is implemented in conventional speedrun games, then timing and rule enforcement capabilities are improved, but the lead time for developers to implement the timer increases and game performance may be interfered with
Solution Approach 1:
The patent introduces a server as an intermediary component that hosts the speedrun timer and ruleset logic externally. The server communicates with players' devices to enforce rules and track progress, eliminating the need for developers to embed timer code directly into game clients. This mediator approach provides accurate timing while reducing implementation complexity and lead time.
Solution Approach 2:
The timing and rule enforcement functionality is extracted from the game client and placed on a separate server infrastructure. This extraction allows the timer to be implemented independently of the game development cycle, reducing the lead time burden on developers while maintaining reliable timing through dedicated server-side processing.
2Reliability
If a speedrun timer is implemented in conventional speedrun games, then timing and rule enforcement capabilities are improved, but the complexity of ensuring the timer does not interfere with game performance increases
Solution Approach 1:
By using a server as an intermediary, the complex timer logic and rule enforcement mechanisms are isolated from the game client. The server handles all sophisticated timing and validation operations, while the client maintains simplicity by only needing to communicate basic game state information. This separation reduces implementation complexity while preserving timing reliability.
Solution Approach 2:
The server-based timer system is designed to be universally applicable across multiple games and platforms. By implementing a general-purpose timing and rule enforcement system on the server that can work with various game titles, the complexity of implementing game-specific timer code is eliminated, reducing overall implementation complexity while maintaining accurate timing.
3Adaptability or versatility
If customizable rulesets and rules are implemented, then adaptability and fairness of speedruns are improved, but the complexity of managing and downloading rulesets increases
Solution Approach 1:
Rulesets and rules are pre-configured and stored on the server before speedrun events. Players can select from pre-defined rulesets that are already validated and ready for use. This preliminary preparation of rulesets eliminates the need for players to manually configure complex rules during events, reducing management complexity while maintaining high adaptability through the variety of pre-configured options.
Solution Approach 2:
The system uses downloadable ruleset files that contain complete rule configurations. Instead of requiring players to manually set up each rule parameter, complete rulesets are copied from the server to the player's device in a standardized format. This copying approach simplifies ruleset management while preserving full customizability, as players can download different pre-configured rulesets for different event types.
Data Source
AI summary
Providing a speedrun timer on a platform, including: initiating a speedrun on the platform by a player using an option in settings of the platform; selecting at least one of installed imports of rulesets and default imports of rulesets; selecting at least one of installed rules and default rules; downloading one of the at least one of selected imports of rulesets or the at least one of the selected rules; starting the speedrun; determining whether at least one of the selected rules have been broken by the player; applying one of time or input-related punishment when it is determined that the at least one of the selected rules have been broken; determining whether criteria of the at least one of the selected rules and the at least one of the installed imports of rulesets are met; and terminating the speedrun when it is determined that the criteria are met.


