Real-Time Game Analytics Event Segmentation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

As the popularity of online video games increases, the challenge of providing real-time responses to user interactions becomes more difficult due to the growing volume of requests, with existing solutions often relying solely on increasing processing power, which can lead to disruptive delays.

Innovation Solution

A system and method that receive and analyze event data structures from video games to determine user behavior, store this information in a user database, and send targeted responses back to the game in near real-time, allowing for quick identification, prioritization, and processing of requests, even if they are received at different addresses for event data and requests.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If processing power is increased to handle more requests, then the system can handle higher volume of requests, but response time increases causing disruptive delays

Engineering Contradiction:
Improverequest handling capacityVSAvoidresponse time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system segments request processing into two distinct channels: an event data collection channel and a request response channel. This segmentation allows event data to be processed and stored independently while request responses are handled through a separate, dedicated path, preventing bottlenecks and ensuring fast response times even under high load conditions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary action by collecting and storing event data in advance in a database before actual requests are made. This pre-processing of event data allows the system to respond quickly to requests without needing to process all event data in real-time, thereby reducing response time while maintaining high request handling capacity.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If real-time responses are provided to maintain user engagement, then user experience improves, but system complexity increases

Engineering Contradiction:
Improveuser engagementVSAvoidsystem architecture
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system introduces an intermediary component - a dedicated request response channel - that mediates between the event data collection system and the game clients. This intermediary handles all request-response communications separately, simplifying the overall architecture by isolating the complexity of real-time response generation from the event processing pipeline.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Measurement precision

If event data is processed and stored in near real-time, then user behavior information is up-to-date, but processing resources are consumed continuously

Engineering Contradiction:
Improveuser behavior data accuracyVSAvoidprocessing resource consumption
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The system extracts and separates the event data processing function from the request handling function. By taking out event data collection and storage into a dedicated channel, the system can maintain continuous, near real-time processing of user behavior information without interfering with or consuming resources from the request response pathway, thus achieving accurate user behavior measurement with controlled resource consumption.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS9844726B2Games analytics
Publication Date: 2017.12.19 UNITY TECH SF
  • US9844726B2 patent drawing
  • US9844726B2 patent drawing
  • US9844726B2 patent drawing

AI summary

A system for allowing intervention in a video game. The system is adapted to: receive a plurality of event data structures from on-line video games at certain pre-determined points during real time play, each event data structure including an event identification indicative of a pre-defined event, and a user identification uniquely associated with the user; analyze the event data structures to determine event based user information associated with each user; for each user, store the event based user information in a user database; receive requests from video games, each request being associated with a specific point in a specific game and a specific user; analyze information in the user database for each user from which each request originated to determine whether a response should be sent, if a response is needed, determine the response to be sent, and send the determined response to the specific game and specific user that requested it.