Server-Based Game Session Transfer Between Client Units

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Solution Overview

Problem

In server-based amusement game systems, users face difficulties in seamlessly transferring an ongoing game session with its current status from one terminal device to another without interruption, leading to loss of game progress and advantages, due to the need for a new login and potential changes in game status.

Innovation Solution

A method where user-specific data and session status are centrally managed on the server, allowing seamless transfer of an amusement game session between client units by recording the session status and using unique client unit identifications, enabling continuation without interruption or loss of game progress, and allowing the first client unit to be released for new use.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a user logs out from one terminal device and logs in to another terminal device to continue playing, then the user can access the game on the new device, but the game session is interrupted and game progress/advantages are lost

Engineering Contradiction:
Improvedevice switching capabilityVSAvoidgame session continuity
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system performs preliminary actions by storing the session status and first client unit identification on the server before the user actually switches devices. When the user logs in to a new device, the system has already prepared the session data, enabling seamless transfer without interruption or loss of game progress

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The server acts as an intermediary between the first client unit and the second client unit. It stores the session status and client identification, mediating the transfer of game sessions by matching the stored identification with the new device's identification to restore the session continuity

Inventive Principle:
Principle #24Intermediary (Mediator)

2Device complexity

If the session status is stored on the terminal device itself, then the transfer is simple, but the game progress cannot be maintained when switching between different terminal devices

Engineering Contradiction:
Improvesession management complexityVSAvoidgame progress loss
Core Design Contradiction:
Device complexityVSLoss of information

Solution Approach 1:

The system merges the session status storage with the server's existing user data storage infrastructure. The session status is combined with user-specific data on the server, allowing the system to maintain game progress centrally while using existing storage mechanisms, thus avoiding both data loss and excessive complexity

Inventive Principle:
Principle #5Merging (Combining)

3Ease of operation

If the first terminal device is not released after session transfer, then the session can be easily transferred, but the first device cannot be used by other users

Engineering Contradiction:
Improvesession transfer easeVSAvoiddevice utilization efficiency
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The system implements feedback by continuously monitoring the association between client unit identifications and session statuses on the server. When a session transfer is detected (when a new device's identification matches the stored first client unit identification), the system automatically updates the association and releases the first device, ensuring both easy transfer and proper device availability management

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS11276270B2Method for transmitting entertainment gaming sessions between terminals
Publication Date: 2022.03.15 NOVOMATIC AG
  • US11276270B2 patent drawing
  • US11276270B2 patent drawing

AI summary

A method for transmitting an amusement game session between client units in a server-based amusement game system includes a server unit and at least two client units. Here, connections between the server unit and the at least two client units are set up via a communication network. The identification (ID1) of the first client unit is entered into the second client unit. A communication connection to the server unit is established from the second client unit, whereas an identification of the second client unit is sent to the server unit and stored together with the user-specific data. The amusement game session is displayed on the second client unit and the identification of the first client unit is deleted from the user-specific data. The amusement game session can then be seamlessly continued on the second client unit (C22) at the same status.