Game Program Handling Communication Delays in Multi-Device Systems

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Solution Overview

Problem

In communication games, time lags between game devices can cause inconsistencies between player actions and in-game character responses, leading to discomfort and distrust, especially during exclusive events where immediate action is expected.

Innovation Solution

A game program that allows child devices to perform initial actions based on player inputs, request permission from the parent device, and then adjust actions based on received permissions or rejections, maintaining consistency through animation data that accommodates communication delays.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Stability of the object's composition

If the child device waits for permission from the parent device before executing player operations, then consistency between multiple devices is improved, but responsiveness to player input deteriorates

Engineering Contradiction:
Improveconsistency between devicesVSAvoidresponse time
Core Design Contradiction:
Stability of the object's compositionVSLoss of time

Solution Approach 1:

The child device executes the player character's action immediately upon receiving player input, before receiving permission or rejection from the parent device. This preliminary execution maintains responsiveness while ensuring eventual consistency through subsequent correction if permission is rejected.

Inventive Principle:
Principle #10Preliminary action

2Loss of time

If the child device executes action immediately without waiting for permission, then responsiveness is improved, but consistency between devices deteriorates

Engineering Contradiction:
Improveresponse timeVSAvoidconsistency between devices
Core Design Contradiction:
Loss of timeVSStability of the object's composition

Solution Approach 1:

The child device sends a request for permission to the parent device and waits for the conclusion (permission or rejection). Based on this feedback, the device adjusts its execution: if permission is granted, the action continues; if rejected, the action is corrected or canceled to maintain consistency with other devices.

Inventive Principle:
Principle #23Feedback

3Stability of the object's composition

If the child device corrects action after receiving rejection, then consistency is improved, but player trust deteriorates

Engineering Contradiction:
Improveconsistency between devicesVSAvoidplayer trust
Core Design Contradiction:
Stability of the object's compositionVSReliability

Solution Approach 1:

The child device executes the action preliminarily before receiving permission status. This approach maintains player trust by showing immediate responsiveness, while the system handles consistency corrections in the background without disrupting the player's perception of reliable character behavior.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS8246469B2Storage medium storing program, apparatus, communication system and control method
Publication Date: 2012.08.21 NINTENDO CO LTD
  • US8246469B2 patent drawing
  • US8246469B2 patent drawing
  • US8246469B2 patent drawing

AI summary

A communication game system includes a first computer and at least one second computer. When an operational designation has been performed, the second computer transmits to the first request a request for permission to perform an action corresponding to the operation. Until a conclusion to the request is received, the second computer produces an image in which a character performs a first act of the action. The first computer determines whether the action is permitted and transmits its conclusion to the second computer. When receiving the conclusion before the end of the first act, the second computer produces an image in which the player character performs a second act according to the conclusion. On the other hand, when the conclusion is received after the end of the first act, the second computer produces, at the end of the first act, an image in which the player character performs a third act until the reception of the conclusion.