Networked Game Object Position Synchronization via Time-Stamped Data
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
In networked game systems, communication delays lead to inaccuracies in object positioning, especially in fast-paced games like racing and action games, where synchronized data reception is crucial for accurate gameplay, and existing solutions struggle to account for variable network conditions and time lags.
Innovation Solution
A communication game system and program that calculates and determines object positions by receiving position and time data from other game devices, using calculated positions based on received data to account for time lags and ensure accurate and synchronized object displays across all connected devices.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If position data is transmitted from one game device to another through a network, then other game devices can determine positions of objects, but communication delays cause the position information to become outdated by the time it is received
Solution Approach 1:
The patent applies preliminary action by having each game device calculate the future position of its operated object in advance (for a predetermined future time) before transmitting the data. This allows receiving devices to obtain position information that is valid for the future time point, compensating for the communication delay. The calculating means computes where the object will be at a future time based on current position and movement state, so the transmitted data remains accurate despite transmission delays.
2Adaptability or versatility
If game devices rely on transmitted position data to display object positions, then network connectivity enables multiplayer gameplay, but the displayed position does not represent actual progress of the game due to delays
Solution Approach 1:
The patent resolves this contradiction by having each device calculate and transmit the future position of its object in advance. This preliminary calculation ensures that the position data transmitted over the network reflects where the object will be at a future time point, maintaining game progress accuracy despite network delays. The receiving device uses this future position data to accurately represent actual game progress on its display.
Solution Approach 2:
The patent implements feedback by having each game device determine the positions of all objects in the game space based on position data received from other devices, and then use these determined positions for display. This creates a feedback loop where each device continuously updates its understanding of the game state based on transmitted and received position information, ensuring all devices converge on the same game progress representation.
3Device complexity
If calculations for object positions are executed by transmitting game devices, then data transmission is simplified, but by the time results are received, the calculated positions are already outdated
Solution Approach 1:
The patent applies preliminary action by having transmitting devices calculate future positions in advance before transmission. Each device computes where its object will be at a future time point based on current state and projected movement. This advance calculation ensures that the transmitted position data remains valid and accurate despite the time required for data transmission and processing by receiving devices.
Data Source
AI summary
A game device receives from another game device through a network calculation data. The calculation data includes, at least, position data which represents a position of an object operated by using the other game device, and time data which represents time in which the object is at the position. The game device calculates, based on the position data and the time data included in the received calculation data, a calculated position of the object as of when the calculation data is received. Further, the game device determines, based on the calculated position, a position of the object in a game space as of when the calculation data is received.


