Game Control System Reducing Latency via Node Transition Logging

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Solution Overview

Problem

The existing control systems for games that rely on cooperation between servers and terminals are prone to delays due to frequent communication, which can lead to decreased user satisfaction, and are vulnerable to fraudulent activities that modify game elements.

Innovation Solution

Establishing a state where both the server and terminal can use common node definition data, allowing the terminal to transition nodes and record log data independently, which is then verified by the server to detect fraudulent activities.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the server executes all processes for progressing the game to suppress fraudulent activities, then resistance to fraudulent activities is improved, but communication frequency increases causing delay in game progress

Engineering Contradiction:
Improveresistance to fraudulent activitiesVSAvoiddelay in game progress
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The game control process is segmented into terminal-side operations (node transitions, log recording) and server-side verification (comparing logs with regenerated node states). This segmentation allows the terminal to operate independently without frequent server communication, reducing delay while maintaining fraud detection capability through periodic verification.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The terminal pre-records transition reproduction information and log data locally during game progression. This preliminary action enables the terminal to continue game operations without real-time server intervention, and the server can later verify these pre-recorded data to detect fraud, thus resolving the time delay issue.

Inventive Principle:
Principle #10Preliminary action

2Loss of time

If the terminal progresses the game independently to reduce communication frequency, then game progress delay is reduced, but vulnerability to fraudulent activities increases

Engineering Contradiction:
Improvedelay in game progressVSAvoidresistance to fraudulent activities
Core Design Contradiction:
Loss of timeVSReliability

Solution Approach 1:

The terminal provides feedback to the server by transmitting log data containing transition reproduction information. The server regenerates node states based on this log data and compares them with its own recorded states, creating a feedback mechanism that detects deviations caused by fraudulent activities while allowing independent terminal operation.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The terminal creates a copy of the node state transition process locally and records it as log data. The server then verifies this copied process by regenerating the same node transitions using the transmitted log data and comparing the results with its authoritative record, enabling fraud detection without continuous server control.

Inventive Principle:
Principle #26Copying

3Reliability

If frequent communication occurs between terminal and server for game progression, then fraud detection capability is maintained, but user satisfaction decreases due to delay

Engineering Contradiction:
Improvefraud detection capabilityVSAvoiduser satisfaction
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

Instead of continuous communication, the system uses periodic action where the terminal transmits log data at intervals or upon specific conditions (such as completing a game stage). The server performs verification periodically based on these transmissions, maintaining fraud detection capability while significantly reducing communication frequency and improving user experience.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS12067836B1Control system, server, and control method
Publication Date: 2024.08.20 GAME SERVER SERVICES KK
  • US12067836B1 patent drawing
  • US12067836B1 patent drawing
  • US12067836B1 patent drawing

AI summary

Before a game is provided, a state is established in which each of a server 2 and a user terminal 3 is capable of using common node definition data ND corresponding to the game. A plurality of nodes indicating a state of the game are defined in the node definition data ND. While the game is being played by a user, the user terminal 3 transitions the node on the basis of the node definition data of the user terminal 3, changes a value of terminal-side setting information, and records transition reproduction information capable of reproducing the transition of the node and the changed value of the terminal-side setting information as a log in log data. In addition, the user terminal 3 transmits transmission log data DL including the log to the server 2. The server 2 reproduces the transition of the node on the basis of the transition reproduction information of the transmission log data and the node definition data ND of the server 2, changes a value of server-side setting information with the transition of the node, and compares the value of the server-side setting information with the value of the terminal-side setting information recorded in the transmission log data.