Game Object Control via Prediction and Catch-up Mechanism
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Solution Overview
Problem
In strategy layout games, the increasing number of game objects on a seamless large map environment leads to inconsistent and poor gaming experiences due to network fluctuations, causing interruptions in data transmission and disrupting the smooth battle effect.
Innovation Solution
A game object control system and method that employs a prediction and catch-up mechanism, where an intelligent terminal generates movement and action instructions for game objects based on previous data when network data is unavailable, ensuring continuous interactive animation and data synchronization.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Quantity of substance
If the number of game objects is increased to create a seamless large map environment with thousands of units, then the game scale and visual spectacle are improved, but the data transmission load and network stability are worsened
Solution Approach 1:
The patent segments game objects into two categories: player-controlled objects and AI-controlled objects. This segmentation allows the server to send only player object data while AI objects are controlled locally, reducing network data transmission volume and improving network stability when dealing with thousands of units
Solution Approach 2:
The patent implements a prediction mechanism where the terminal predicts the movement and actions of AI game objects in advance based on previously received server data. This preliminary action allows the terminal to generate movement instructions locally without waiting for real-time server data, maintaining game continuity even when network transmission is unstable
2Stability of the object's composition
If real-time data synchronization is implemented for all game objects, then the battle effect consistency is improved, but the data transmission frequency and network load are worsened
Solution Approach 1:
The patent separates synchronization requirements by object type: player-controlled objects synchronize with the server, while AI-controlled objects synchronize locally through prediction. This segmentation maintains battle effect consistency for critical player actions while reducing overall data transmission frequency
Solution Approach 2:
The patent creates local copies of server data for AI object control, where the terminal generates its own movement instructions based on predicted behavior patterns. This copying approach maintains visual consistency without requiring frequent real-time synchronization with the server
3Measurement precision
If the terminal waits for network stabilization before continuing game operations, then data consistency is improved, but the gaming experience interruption and user engagement are worsened
Solution Approach 1:
The patent performs preliminary prediction of AI object behavior using previously received server data before network issues occur. This allows the terminal to continue generating movement instructions locally during network interruptions, eliminating gaming interruptions while maintaining reasonable data consistency
Solution Approach 2:
The patent implements a buffer mechanism where the terminal stores and utilizes previously received server data to continue game operations during network interruptions. This beforehand cushioning prevents complete game stops by providing fallback data for AI object control
Data Source
AI summary
The present invention provides a game object control system and method, and a computer-readable storage medium. The game object control system comprises a server and an intelligent terminal. The intelligent terminal comprises: a state machine management module that receives group data; a queue management module that receives object data; a control module, wherein when the intelligent terminal does not receive the group data and object data within a preset period time domain, the control module generates a first movement instruction, a first action instruction, a second movement instruction, and a second action instruction based on the group data and the object data in a previous period; and a battle management module that controls the object group to move based on the first movement instruction and perform an attack action, and controls the game object to move based on the second movement instruction and perform an attack action. After the above technical solution is adopted, through a prediction and catch-up mechanism of the intelligent terminal, interactive animation and data synchronization of the game objects can still be presented in the intelligent terminal even in a case of network fluctuations.

