Game Engine Segmentation for Bandwidth Optimization

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current game distribution and updating mechanisms require frequent installation and compilation of game applications on mobile devices, leading to high bandwidth and resource usage, and lack efficient customization options for different player groups.

Innovation Solution

A system where a compiled game engine is persistently installed on a client device, with game configuration values, such as game rules and interactive content, provided as non-compiled data for customization, allowing for targeted and automated generation and updating of game content based on player models and behavior analysis.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If game applications are frequently installed and compiled on mobile devices, then game content can be updated and customized, but bandwidth and resource usage increase significantly

Engineering Contradiction:
Improvegame content customizationVSAvoidbandwidth and resource usage
Core Design Contradiction:
Adaptability or versatilityVSLoss of energy

Solution Approach 1:

The game application is divided into a persistent compiled game engine and separate non-compiled configuration data. The engine remains installed on the device while configuration data (game rules, interactive content, levels) is updated separately and downloaded only when changes occur, avoiding full reinstallation and reducing bandwidth consumption.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The game engine is pre-compiled and persistently installed on the client device before gameplay begins. This preliminary action eliminates the need for frequent compilation and installation of the entire game application, allowing only lightweight configuration updates to be transmitted subsequently.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If traditional game distribution mechanisms are used, then games can be deployed to devices, but efficient customization options for different player groups are lacking

Engineering Contradiction:
Improveplayer group customizationVSAvoiddistribution mechanism complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Configuration data is customized for specific player groups or individuals through localized modifications to game rules, interactive content, and level parameters. Each player or group receives tailored configuration values that adapt the game experience to their preferences and behaviors without requiring separate game installations.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system enables customization by modifying configuration parameters (game rules, content, levels) rather than changing the core game engine. These parameter changes are transmitted as non-compiled data, allowing flexible adaptation to different player groups while maintaining system simplicity.

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If manual customization of game content is performed, then player experiences can be tailored, but labor costs increase significantly

Engineering Contradiction:
Improveplayer experience customizationVSAvoidlabor cost efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The system automatically generates and transmits customized configuration data based on player models and behavior analysis. The game server performs self-service customization by computing appropriate configuration values for different player groups and delivering them automatically, eliminating manual intervention and reducing labor costs.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system uses player behavior data and models to automatically adjust and optimize configuration parameters. This feedback loop enables the system to learn from player interactions and automatically tailor game experiences, replacing manual customization efforts with automated, data-driven adjustments.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS12145069B2Automated prediction of user response states based on traversal behavior
Publication Date: 2024.11.19 ZYNGA INC
  • US12145069B2 patent drawing
  • US12145069B2 patent drawing
  • US12145069B2 patent drawing

AI summary

A game management system is configured for automated analysis of player behavior regarding traversal of different screens and options in a game application (as opposed to exclusively gameplay behavior) and to generate an automated estimation or inference about one or more psychological aspects of player behavior, such as motivation for game engagement and/or emotional states at different stages of interaction. The results of such analysis are automatically parametrized and included in a multidimensional parametric player model that informs player clustering and/or automated customization of game content.