Game Server Content Data Migration via Unique ID Assignment

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Solution Overview

Problem

Current game content data management systems face challenges in seamlessly transferring and managing character data across different game platforms, particularly in ensuring data integrity and compatibility when migrating data from one server to another, and in efficiently handling data storage and retrieval operations.

Innovation Solution

A character data management system comprising a server and information-processing devices that store and manage content data, including assigning a unique ID to data and allowing or prohibiting data transmission based on ID presence, with data migration and storage processes facilitated through a network, enabling data sharing and storage across multiple devices and servers.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If content data is stored with a unique ID and transmission is prohibited after sending, then data integrity and consistency across servers are improved, but communication overhead increases due to repeated verification requests

Engineering Contradiction:
Improvedata integrityVSAvoidcommunication overhead
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The system performs preliminary actions by assigning unique IDs to content data before transmission and recording transmission status in advance. This allows the server to quickly determine whether retransmission is necessary without repeated verification requests, reducing communication overhead while maintaining data integrity.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

A unique ID serves as an intermediary element that mediates between data transmission and verification. Instead of directly verifying data integrity through complex communication protocols, the system uses the unique ID to track and manage transmission status, simplifying the verification process and reducing communication overhead.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If content data is migrated between servers with ID assignment, then adaptability across different game platforms is improved, but device complexity increases due to ID management and migration protocols

Engineering Contradiction:
Improveplatform compatibilityVSAvoidID management complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The unique ID system serves multiple functions simultaneously: it identifies content data, tracks transmission status, and enables platform compatibility. This universal identifier reduces the need for separate management mechanisms for each function, thereby reducing overall system complexity despite the multi-platform adaptability requirements.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Quantity of substance

If large quantities of character data are stored on servers, then storage capacity is improved, but loss of time increases due to data retrieval and transmission delays

Engineering Contradiction:
Improvestorage capacityVSAvoiddata retrieval time
Core Design Contradiction:
Quantity of substanceVSLoss of time

Solution Approach 1:

The system segments content data into manageable units, each with a unique ID. This segmentation allows for efficient storage organization and targeted retrieval operations. Instead of retrieving entire data sets, the system can quickly locate and transfer specific segmented data units, reducing retrieval time while maintaining large storage capacity.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS11782898B2Content data holding system, storage medium, content data holding server, and data management method
Publication Date: 2023.10.10 NINTENDO CO LTD
  • US11782898B2 patent drawing
  • US11782898B2 patent drawing
  • US11782898B2 patent drawing

AI summary

A server includes a content storage medium configured to store content data of content usable in different types of games. The server, upon a transmission request, sends content data to an information-processing device, and retains the sent content data in the content storage medium wherein sending the content data again is prohibited. The server, when the content data is sent from the information-processing device, receives the content data, assigns a new ID to the received content data in case the received content data lacks the ID, and stores the received content data in the content storage medium wherein sending the content data is allowed.