Client-Server Game Action Rendering with Selective Verification

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Solution Overview

Problem

Traditional online multi-player first person shooter (FPS) game implementations suffer from high latency and excessive data transfer due to the need for server verification of every action consequence, leading to jerky gameplay and high data consumption, especially in mobile environments.

Innovation Solution

A method where the client device calculates and renders action consequences independently before server verification, sending only data packages for consequences with game-altering impacts, reducing the frequency and amount of data transferred and allowing for immediate action rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the server verifies every action consequence before rendering, then cheating is prevented, but latency increases and gameplay becomes jerky

Engineering Contradiction:
Improvecheat preventionVSAvoidgame latency
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The client device performs preliminary calculation of action consequences and immediately renders them without waiting for server verification. The server subsequently validates these pre-calculated consequences, creating a time-lag between rendering and validation. This preliminary action by the client eliminates the latency caused by waiting for server verification while maintaining cheat prevention through later validation.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The traditional sequence is inverted: instead of server verification first then client rendering, the client renders first then the server verifies. This inversion allows immediate rendering of consequences without waiting for server approval, while the server's subsequent verification maintains security against cheating.

Inventive Principle:
Principle #13The other way round (Inversion)

2Reliability

If the server verifies every action consequence, then game integrity is maintained, but data transfer increases significantly

Engineering Contradiction:
Improvegame integrityVSAvoiddata transfer volume
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The client device extracts and independently calculates consequences for actions that do not have game-altering impacts, rendering them without server verification. Only actions with game-altering impacts are extracted and sent to the server for verification. This selective extraction reduces data transfer volume while maintaining game integrity for critical actions.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

Instead of verifying all action consequences, the server performs partial verification only for consequences with game-altering impacts. The client handles the majority of actions independently through preliminary calculation and rendering, reducing overall data transfer requirements while maintaining sufficient game integrity through selective server validation.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12102913B2Method for implementing multi-player games
Publication Date: 2024.10.01 GARENA ONLINE PTE LTD
  • US12102913B2 patent drawing
  • US12102913B2 patent drawing
  • US12102913B2 patent drawing

AI summary

A method wherein a client application on a client device receives a command to perform an action, calculates a consequence of the action and renders the consequence in a first instance of the game is disclosed. A server then receives a data package from the client device, the data package comprising the action and the consequence, determines that the consequence is valid, and disseminates the data package to other client devices, so that client applications in the other client devices can render the consequence in other instances of the game.