Distributed Game Asset Synchronization via Error Compensation

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Solution Overview

Problem

In distributed multiplayer games, network delays cause deviations between the real and rendered trajectories of players/entities, leading to game-playing inaccuracies due to the use of dead-reckoning vectors, which are not effectively synchronized across receiving game systems.

Innovation Solution

A method to generate and transmit current messages to receiving systems, determining accumulated export errors, and adjusting scheduling times or transmission probabilities to minimize these errors, ensuring more accurate synchronization of player/entity movements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If dead-reckoning vectors are used to exchange player position information, then network bandwidth is reduced and system complexity is lowered, but game playing accuracy deteriorates due to trajectory deviation caused by network delay

Engineering Contradiction:
Improvesystem complexityVSAvoidgame playing accuracy
Core Design Contradiction:
Device complexityVSManufacturing precision

Solution Approach 1:

The patent applies preliminary action by calculating and transmitting compensation values in advance before the actual trajectory deviation occurs. The sending game system predicts the trajectory deviation that will occur due to network delay and pre-computes compensation values that will be applied to the dead-reckoning vectors, thereby eliminating the need for continuous complex synchronization while maintaining accuracy.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent changes the parameters of the dead-reckoning vectors by introducing compensation values that modify the position and trajectory data. Instead of transmitting raw player position data, the system transmits adjusted vectors that include pre-calculated compensation factors, transforming the data structure to account for network delay effects and thereby improving accuracy without increasing complexity.

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If continuous exchange of player position information is implemented, then game playing accuracy is improved, but network bandwidth consumption increases and system complexity increases

Engineering Contradiction:
Improvegame playing accuracyVSAvoidsystem complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The system performs preliminary calculations of trajectory deviations and compensation values at the sending game system before transmission. By pre-computing these values based on predicted network delay characteristics, the system eliminates the need for continuous complex synchronization protocols, reducing both bandwidth requirements and system complexity while maintaining accuracy.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent extracts the essential accuracy information from continuous position data by calculating compensation values that capture the net effect of trajectory deviations. Instead of transmitting continuous position updates, the system extracts and transmits only the necessary compensation factors, reducing bandwidth while preserving the accuracy information needed for precise rendering.

Inventive Principle:
Principle #2Taking out (Extraction)

3Adaptability or versatility

If dead-reckoning vectors are transmitted to all receiving systems, then coverage is maximized, but accumulated export errors increase due to network delay

Engineering Contradiction:
ImprovecoverageVSAvoidtrajectory accuracy
Core Design Contradiction:
Adaptability or versatilityVSMeasurement precision

Solution Approach 1:

The patent applies local quality by customizing the transmission strategy for each receiving game system based on its specific network delay characteristics. Each receiving system receives dead-reckoning vectors with system-specific compensation values tailored to its individual delay profile, allowing accurate trajectory rendering at each location while maintaining overall system coverage without uniformly increasing errors across all systems.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS8020029B2Method and apparatus for rendering game assets in distributed systems
Publication Date: 2011.09.13 ALCATEL LUCENT SA
  • US8020029B2 patent drawing
  • US8020029B2 patent drawing
  • US8020029B2 patent drawing

AI summary

The invention includes a method and apparatus for attempting to synchronize delivery of information at a plurality of receiving systems. The method includes generating, at a sending system, a plurality of current messages adapted for rendering an asset within an application space of a respective plurality of receiving systems, determining an accumulated export error for each of the receiving systems, transmitting the current messages toward the respective receiving systems in a manner adapted to reduce the accumulated export errors. The accumulated export error for a receiving system includes an estimated current message export error for a current message generated by the sending system for the receiving system and an accumulated previous message export error for at least one previous message generated by the sending system for the receiving system.