Game Rejoin System with Pre-calculated State Data

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Solution Overview

Problem

Network disruptions in electronic games, such as poker tournaments, often result in players being unable to rejoin games in progress efficiently, leading to frustration and potential loss of opportunities due to the need for significant time and focus commitments.

Innovation Solution

An electronic game system that generates a list of games a player is registered for, allowing direct rejoining of in-progress games and implementing mandatory and optional break periods to manage network traffic and player experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a player rejoins a game in progress after a network disruption, then the player can resume playing, but the network communication overhead and client-server processing time increase significantly

Engineering Contradiction:
Improvegame continuityVSAvoidrejoin processing time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs preliminary actions by maintaining pre-calculated game state data and player position information on the server before the player disconnects. When the player rejoins, this pre-prepared data is immediately transmitted, eliminating the need for time-consuming state reconstruction and enabling rapid reentry into the game.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The server maintains a copy of the game state and player information that can be quickly replicated and transmitted to the returning player. This copying mechanism allows the player to resume gameplay immediately without requiring extensive data reconstruction, thereby reducing rejoin processing time while maintaining game continuity.

Inventive Principle:
Principle #26Copying

2Ease of operation

If the system allows immediate rejoining of games after network disruptions, then player convenience increases, but network traffic and server processing load increase

Engineering Contradiction:
Improverejoin convenienceVSAvoidnetwork communication overhead
Core Design Contradiction:
Ease of operationVSUse of energy by moving object

Solution Approach 1:

The system extracts and transmits only the essential game state data and player position information that the player needs to resume gameplay, rather than transmitting the entire game state. This selective data extraction reduces network communication overhead while still enabling convenient immediate rejoining for players.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The server prepares and stores essential game state data in advance before player disconnection. When players return, this pre-prepared data is immediately available for transmission, reducing the network overhead and server processing load associated with rejoin operations while maintaining ease of rejoining.

Inventive Principle:
Principle #10Preliminary action

3Reliability

If mandatory break periods are implemented in tournaments, then player fatigue is reduced and network traffic is managed, but tournament duration increases

Engineering Contradiction:
Improveplayer performance stabilityVSAvoidtournament duration
Core Design Contradiction:
ReliabilityVSDuration of action of moving object

Solution Approach 1:

The system implements periodic mandatory break periods during tournaments at predetermined intervals or after specific numbers of hands. These regular breaks allow players to rest and maintain performance stability while providing the system with predictable network traffic patterns and manageable server loads, accepting the trade-off of increased overall tournament duration.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS10926175B2Systems and methods for reducing impact of network disruptions
Publication Date: 2021.02.23 PEERLESS MEDIA
  • US10926175B2 patent drawing
  • US10926175B2 patent drawing
  • US10926175B2 patent drawing

AI summary

The negative impact of network disruptions in electronic games may be reduced by providing increased efficiency in network communications and client- and server-side processing when a player rejoins a game in progress. In some embodiments, an electronic game system may generate a list of games, such as a poker tournament, for which a player is registered. A client application may provide the list as part of a user interface through which the player may directly rejoin a listed game upon selection of a currently in-progress game from the list. In addition, the system may establish one or more mandatory break periods in certain extended game types such as tournaments. The mandatory break period may be the same time for all extended game types. Other implementations also are described.