Game Definition Files for Customizable Low-Bandwidth Mobile Gameplay
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Solution Overview
Problem
Existing game distribution mechanisms on mobile devices require separate installations for each game variant, leading to inefficient bandwidth usage and resource loading, and lack the ability to provide fine-grained, automated customization for different player cohorts.
Innovation Solution
A game engine is persistently installed on a client device, with game configuration data provided separately as non-compiled text files, allowing for automated generation and customization of game content based on player models, enabling targeted customization for different player clusters without modifying the engine.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If separate game applications are installed for each game variant, then each game can be fully customized, but bandwidth usage and device resources are inefficiently consumed
Solution Approach 1:
The patent segments the game system into two independent parts: a shared game engine (binary code) and separate configuration data (text files). The game engine is installed once and reused across multiple game variants, while only the lightweight configuration files are downloaded separately. This segmentation allows full customization of each game variant without requiring separate full game installations, thereby reducing bandwidth consumption while maintaining adaptability.
Solution Approach 2:
The game engine is designed as a universal platform that can execute multiple different game variants by loading different configuration files. A single game engine binary can support numerous game variants through parameterized configuration, making the system multi-functional without requiring separate installations for each variant. This universality reduces the total quantity of software distributed while preserving full customization capability.
2Adaptability or versatility
If separate game applications are installed for each game variant, then each game can be fully customized, but device storage and resource loading become inefficient
Solution Approach 1:
By segmenting the game into a shared engine binary and separate configuration files, the patent enables multiple game variants to coexist on a single device without requiring duplicate installations. The configuration files are minimal in size compared to full game binaries, significantly reducing the volume of data stored on the device while maintaining the ability to support diverse game variants.
Solution Approach 2:
Instead of copying entire game binaries for each variant, the system copies only the small configuration text files that define each variant's parameters. The shared game engine remains a single copy on the device, and variant-specific behavior is achieved through copying minimal configuration data rather than full game copies, thereby reducing storage requirements.
3Manufacturing precision
If manual customization is performed for different player cohorts, then fine-grained customization is achieved, but labor costs increase
Solution Approach 1:
The system implements automated generation of configuration files based on player cohort data and performance metrics. Rather than requiring manual customization for each player group, the game server automatically generates appropriate configuration files and pushes them to client devices. This self-service automation maintains fine-grained customization precision while dramatically improving productivity by eliminating manual intervention.
Solution Approach 2:
The system uses feedback loops where player performance data and cohort characteristics are continuously analyzed, and configuration files are automatically adjusted and regenerated based on this feedback. This automated feedback mechanism enables precise customization for different player cohorts without manual labor, as the system self-optimizes configurations based on observed performance and player attributes.
Data Source
AI summary
A client device receives compiled software for a game engine. The game engine is for playing a designated game. The client device receives a game definition file for the designated game. The game definition file stores rules for the designated game. The game definition file defines the rules using non-compiled machine-readable code. The client device executes the game engine at the client device to enable playing of the designated game via the client device. Executing the game engine includes: accessing the game definition file; and providing, via a user interface generated on the client device, interactive gameplay of the designated game according to the rules for the designated game defined by the game definition file.


