Game Control Device Timestamping for Network Latency

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Solution Overview

Problem

In online games, network latency and varying connection speeds between hosts and servers can lead to inconsistencies in button press timing, affecting game fairness and potentially altering game results.

Innovation Solution

A game control device equipped with a signal transceiving module, time pulse generation module, and processing module that generates button packets including both button codes and pressing times, allowing the server to accurately determine the absolute time of button presses, using GPS time information to correct clocking times and ensure consistent timing across all players.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If button codes are transmitted via network from host to server, then game control functionality is achieved, but timing accuracy deteriorates due to network latency

Engineering Contradiction:
Improvegame control functionalityVSAvoidbutton press timing accuracy
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

The patent embeds the pressing time stamp in the button packet at the source (game control device) before transmission. The processing module generates the button packet with an embedded pressing time that reflects the actual button press moment, rather than relying on server-side timing after network transmission. This preliminary action of timestamping at the source eliminates the timing error caused by network latency.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If network transmission is used for communication between game control devices and server, then game system connectivity is achieved, but timing consistency deteriorates due to varying network speeds

Engineering Contradiction:
Improvenetwork connectivityVSAvoidtiming consistency
Core Design Contradiction:
Adaptability or versatilityVSStability of the object's composition

Solution Approach 1:

The patent uses GPS time information as a reference to continuously monitor and adjust the local clock time in the game control device. The processing module compares the local clock with GPS time and performs time synchronization, creating a feedback mechanism that ensures timing consistency across different devices regardless of network conditions. This feedback loop compensates for clock drift and maintains accurate timing.

Inventive Principle:
Principle #23Feedback

3Ease of manufacture

If local clock is used for timing in game control device, then timing generation is achieved, but timing accuracy deteriorates due to clock drift

Engineering Contradiction:
Improvetiming generation capabilityVSAvoidtiming accuracy
Core Design Contradiction:
Ease of manufactureVSMeasurement precision

Solution Approach 1:

The patent implements a feedback mechanism where the processing module continuously compares the local clock time with GPS time information and performs time synchronization. When a discrepancy is detected, the system adjusts the local clock to match the accurate GPS time, thereby compensating for clock drift and maintaining high timing accuracy without requiring manual intervention.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS11534686B2Game control device and game system
Publication Date: 2022.12.27 ZEROPLUS TECH CO LTD
  • US11534686B2 patent drawing
  • US11534686B2 patent drawing
  • US11534686B2 patent drawing

AI summary

A game control device includes a processing module, at least one button, a signal transceiving module, a time pulse generation module, and a communication module, which are electrically connected to the processing module. When the button is pressed, the processing module generates a corresponding button code, and uses the current clocking time as absolute pressing time, and generates a button packet including a button code and a pressing time. The processing module sends the button packet via the communication module. A game system includes a server and a plurality of hosts, which are connected through the Internet. The hosts are connected to the abovementioned game control devices respectively. Each host receives the button packet sent from each game control device, and sends the button packet to the server. The server determines the press order of the each button according to the absolute pressing time in the received button packet.