Game Apparatus Spectator Mode Management Load Reduction
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Solution Overview
Problem
Conventional information processing systems face increased management load when multiple apparatuses communicate and execute a common application, limiting the number of apparatuses that can participate or watch the communication, especially in spectator mode.
Innovation Solution
The system employs a configuration where identification information is registered and managed within each apparatus, allowing unilateral registration and data transmission/reception between apparatuses, enabling multiple apparatuses to execute a communication application without excessive load on any single apparatus, including those in spectator mode.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a connection request is transmitted to establish communication in spectator mode, then the game apparatus can watch the competitive game, but the management load on the connection end apparatus increases and the number of allowed spectators is limited
Solution Approach 1:
The patent divides the spectator system into two types of apparatuses: connection end apparatuses (which transmit data and manage connections) and non-connection end apparatuses (which only receive data). This segmentation allows multiple non-connection end apparatuses to watch games without increasing the management load on any single apparatus, as they do not perform registration or data transmission functions.
Solution Approach 2:
The connection end apparatus acts as an intermediary that handles all registration and data management tasks. Non-connection end apparatuses simply receive data from this intermediary without needing to register themselves or manage connections, thereby eliminating their management load while allowing unlimited numbers to participate as spectators.
2Adaptability or versatility
If multiple apparatuses are registered as inter-communication partners, then communication functionality is enabled, but the registration and management process becomes complex and time-consuming
Solution Approach 1:
The patent segments the communication roles into connection end apparatuses that perform registration and non-connection end apparatuses that only receive data. This allows non-connection end apparatuses to join the communication network immediately without going through time-consuming registration processes, thus reducing the time loss while maintaining full communication functionality for those that need it.
Solution Approach 2:
Connection end apparatuses perform registration and data management actions in advance, establishing the communication framework before non-connection end apparatuses need to join. This preliminary setup allows subsequent apparatuses to connect and receive data immediately without undergoing the same registration process, significantly reducing their joining time.
3Adaptability or versatility
If a game apparatus transmits data to multiple apparatuses, then more users can participate in or watch the game, but the transmission load on the originating apparatus increases
Solution Approach 1:
The patent segments data transmission responsibilities by designating specific apparatuses as connection ends that handle data transmission and other apparatuses as non-connection ends that only receive data. This allows the system to support multiple participants and spectators without concentrating all transmission loads on a single originating apparatus, as the connection end apparatuses are distributed throughout the network.
Solution Approach 2:
Connection end apparatuses are designed to perform multiple functions: they can both receive data from game-playing apparatuses and transmit data to spectator apparatuses. This multi-functionality allows them to handle transmission loads efficiently while also participating in the game themselves, distributing the power load across multiple capable apparatuses rather than overloading a single originator.
Data Source
AI summary
A plurality of game apparatuses function as a master, a client, and an audience. The master and the client register each other by performing therebetween an authentication process. The authentication process is not performed between the master and the audience. The audience receives a beacon from the master and registers the master in an own apparatus while the audience is not registered in the master. The master and the client execute a predetermined program, exchanging data by communicating with each other. The audience receives the data exchanged between the master and the client, and executes the predetermined program using the received data, thereby watches a game which is progressed between the master and the client, as a spectator.


