Game Queuing Optimization via Edge Node Selection and Player Priority
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
The existing queuing mechanism in game data processing leads to high-quality players waiting excessively, resulting in loss due to long wait times, while non-high-quality players occupy scarce resources, unfavorably affecting game ecology and cost performance.
Innovation Solution
A game data processing method that determines the target edge computing node based on network communication status and geographical position, and optimizes queuing by considering game object attributes, network type, and game type to prioritize high-quality players.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If a first-come-first-serve queuing mechanism is used, then server utilization is increased, but high-quality players experience long waiting times and may be lost
Solution Approach 1:
The patent changes the queuing parameter from simple time-based FIFO to a multi-dimensional priority system considering player quality attributes (consumption amount, game level, online duration) and network conditions. This allows high-quality players to be prioritized without reducing overall server utilization, as the system dynamically allocates resources based on player value and needs.
Solution Approach 2:
The queuing mechanism transitions from a static first-come-first-serve approach to a dynamic priority-based system where queue positions are continuously adjusted based on real-time player attributes and game server status. This dynamic adjustment ensures high-quality players receive preferential treatment while maintaining efficient server utilization through flexible resource allocation.
2Reliability
If cloud gaming services are deployed to support more players, then player experience is improved, but deployment costs increase significantly
Solution Approach 1:
The patent applies local quality by providing differentiated service levels to different player segments. High-quality players receive prioritized access and better resource allocation, while other players use standard resources. This localized quality enhancement optimizes the cost-performance ratio by focusing expensive cloud gaming resources on players who generate the most value.
Solution Approach 2:
The system changes resource allocation parameters based on player quality metrics, dynamically adjusting the amount of computing power, bandwidth, and priority access granted to each player. This parameter-based resource management ensures cloud gaming services are deployed cost-effectively while maintaining high player experience quality for valuable users.
3Ease of operation
If non-high-quality players are served first, then simple queuing implementation is maintained, but high-quality players are lost due to excessive waiting
Solution Approach 1:
The system performs preliminary classification of players into different quality levels before queuing, using pre-collected attributes such as consumption amount, game level, and online duration. This preliminary action enables the queuing system to prioritize high-quality players automatically without complex real-time calculations, maintaining operational simplicity while reducing their waiting time.
Data Source
AI summary
A game data processing method includes: receiving a game login request from a terminal device, obtaining network communication status information between the terminal device and an edge computing node, and determining an undetermined edge computing node from the edge computing node according to the network communication status information and a game identifier, determining a target edge computing node for the terminal device from the undetermined edge computing node through the login geographical position information, obtaining object game attribute information of a game object corresponding to a game object identifier, object attribute information of the game object, and a game type of a target game corresponding to the game identifier, and determining target position information of the game login request in a queuing consumption queue according to login network type information, the object game attribute information, the object attribute information, and the game type.


