Emulated Player Control Takeover in Multiplayer Games

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Solution Overview

Problem

In multiplayer online video games, players often face disruptions due to network connection issues or excessive lag, leading to frustration and disadvantage when a player's device disconnects or freezes, affecting the gameplay experience for others.

Innovation Solution

A system that uses a player imitation model to emulate the player's actions when a connection problem occurs, allowing the game to continue with automated control of the player's virtual character, ensuring a smoother experience for other players by generating emulated control commands based on the current game state and previous player behavior.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a player disconnects or experiences network issues during gameplay, then the game experience for other players is disrupted and gameplay is interrupted, but implementing automated control takeover adds system complexity

Engineering Contradiction:
Improvegameplay continuityVSAvoidcontrol system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system performs preliminary actions by continuously monitoring player connection status and pre-positioning the imitation model to generate control commands. When disconnection is detected, the system has already prepared the framework for seamless takeover, minimizing disruption to gameplay continuity.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The player imitation model acts as an intermediary between the disconnected player and the game system. Instead of direct control loss, the model mediates by simulating the player's expected actions, bridging the gap between player disconnection and game continuity requirements.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If the system implements automated control takeover using a player imitation model, then gameplay continuity is maintained and other players experience fewer disruptions, but the system requires sophisticated monitoring and model generation capabilities

Engineering Contradiction:
Improvegameplay efficiencyVSAvoidsystem architecture complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system performs self-service by automatically monitoring its own connection status, detecting disconnections, and initiating control takeover without external intervention. The imitation model generates control commands autonomously based on game state and player behavior patterns, eliminating the need for manual player input during disconnection.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system implements feedback mechanisms by continuously monitoring player connection status and control input, using this information to update the player imitation model. The model learns from actual player behavior patterns and adjusts its control generation accordingly, improving accuracy over time.

Inventive Principle:
Principle #23Feedback

3Loss of time

If the system monitors connection status and generates emulated control commands in real-time, then response time to connection issues is reduced and gameplay is maintained, but computational resources and processing time are increased

Engineering Contradiction:
Improveresponse time to connection issuesVSAvoidcomputational resource consumption
Core Design Contradiction:
Loss of timeVSUse of energy by moving object

Solution Approach 1:

The system applies partial action by generating emulated control commands only for the specific virtual character(s) affected by connection issues, rather than recalculating all game physics and state. This selective approach maintains response time for critical player actions while reducing overall computational burden.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The player imitation model performs preliminary computation by pre-calculating and storing player behavior patterns and control responses during normal gameplay. When disconnection occurs, the system retrieves pre-computed data rather than performing real-time analysis, significantly reducing response time and computational resource consumption during critical moments.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10864446B2Automated player control takeover in a video game
Publication Date: 2020.12.15 ELECTRONIC ARTS INC
  • US10864446B2 patent drawing
  • US10864446B2 patent drawing
  • US10864446B2 patent drawing

AI summary

Systems and methods are disclosed for converting a player-controlled character or virtual entity in a video game to at least temporarily be under emulated control when certain criteria is met, such as when the player's device has lost its network connection to a game server. The character or virtual entity may continue to behave in the game in a manner that emulates or mimics play of the actual player until the end of the game session or until the underlying connection problem or other issue is resolved, such that other players participating in the game session have the same or similar gameplay experience as they would have had if the disconnected player had continued to play.