Game Object Pathfinding via Map Server Intermediary

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Solution Overview

Problem

Current pathfinding methods in games often fail to consider dynamic obstructions, leading to collisions and suboptimal movement paths, especially when client-led movement is used, as they do not effectively account for changes in the game environment caused by other players' game objects.

Innovation Solution

A method where a game object's movement request is processed by a map server and a pathfinding server, which generates and updates movement paths to avoid static and dynamic obstructions, ensuring a valid path is calculated and updated in real-time to prevent collisions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If client-led movement is used for pathfinding, then the server load is reduced and performance is improved, but dynamic obstructions are not considered and collisions occur

Engineering Contradiction:
Improveserver performanceVSAvoidcollision avoidance
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent introduces a map server as an intermediary between the client and pathfinding server. The map server receives movement requests from the client, packages them with map information including dynamic obstructions, and forwards them to the pathfinding server. This intermediary structure allows the client to remain lightweight while still achieving reliable collision avoidance through server-side pathfinding that considers dynamic obstructions.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system performs preliminary pathfinding calculations on the server side before the client executes movement. By pre-calculating paths that avoid both static and dynamic obstructions, the system ensures collision-free movement while maintaining client performance. The server proactively determines valid paths based on current map state and predicted dynamic obstructions.

Inventive Principle:
Principle #10Preliminary action

2Manufacturing precision

If server performs pathfinding calculation, then the shortest obstruction-free path is computed, but the system complexity increases

Engineering Contradiction:
Improvepath optimizationVSAvoidsystem architecture
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent divides the pathfinding system into distinct functional modules: a map server responsible for receiving movement requests and managing map data, a pathfinding server responsible for calculating optimal paths, and a client for issuing movement commands. This segmentation allows each component to specialize in its function, achieving precise path optimization while managing system complexity through clear separation of concerns.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The map server acts as an intermediary that simplifies the interface between the client and pathfinding server. It packages movement requests with necessary map information and coordinates with the pathfinding server, reducing the complexity burden on any single component while enabling sophisticated server-side pathfinding.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Reliability

If dynamic obstructions are considered in pathfinding, then collision probability is reduced, but the calculation time increases

Engineering Contradiction:
Improvecollision avoidanceVSAvoidpathfinding time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs preliminary pathfinding calculations on the server side before the client executes movement. By pre-calculating paths that avoid both static and dynamic obstructions, the system ensures collision-free movement while maintaining client performance. The server proactively determines valid paths based on current map state and predicted dynamic obstructions.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The map server maintains registration information about dynamic obstructions and uses this feedback to adjust pathfinding calculations. When new obstructions are detected or existing ones change position, the server updates its understanding of the map state and recalculates paths accordingly, ensuring continuous collision avoidance while optimizing calculation efficiency through informed decision-making.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS12042730B2Pathfinding method, device for a game object, and computer-readable storage medium
Publication Date: 2024.07.23 LILITH TECH (SHANGHAI) CO LTD
  • US12042730B2 patent drawing
  • US12042730B2 patent drawing

AI summary

A pathfinding method for a game object includes the following steps: the game object receives a movement request and sends a movement starting point and a movement ending point to a map server; the map server forms map information, and sends the map information to a pathfinding server, and the pathfinding server generates a movement path and sends the movement path to the map server; the map server determines whether there is an obstruction in the movement path; when there is no obstruction, the map server marks the movement path as valid and registers map units passed in the movement path; and when there is an obstruction, the map server sends a re-finding request to the pathfinding server, and the pathfinding server generates an updated path, until the map server determines that there is no obstruction in the updated path.