Game Network Slice Selection for Low-Latency Mobile Play

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Solution Overview

Problem

Existing network connections for mobile gaming using best-effort communication can cause data loss or delay, leading to uneven gameplay experiences.

Innovation Solution

An information processing system that utilizes network slicing to select appropriate communication slices based on game genre, latency, and capacity needs, assigning identifiers for optimized data transmission.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If best-effort communication is used for mobile gaming, then network coverage and accessibility are improved, but data loss and data delay occur leading to poor gameplay quality

Engineering Contradiction:
Improvenetwork accessibilityVSAvoidgameplay quality
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The network is segmented into multiple slices with different characteristics (e.g., low-latency slice for competitive games, high-bandwidth slice for graphics-intensive games). Each slice is optimized for specific gameplay requirements, allowing the system to provide both broad accessibility and high reliability by routing traffic through appropriate slices.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The network dynamically selects and switches between different slices based on real-time gameplay conditions, game genre, and user requirements. This dynamic adaptation allows the system to maintain both wide accessibility and high gameplay quality by adjusting the communication path according to current needs.

Inventive Principle:
Principle #15Dynamics

2Reliability

If network slicing is implemented to optimize gameplay, then gameplay quality and resource utilization are improved, but system complexity increases

Engineering Contradiction:
Improvegameplay qualityVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The control section automatically performs slice selection and management based on predefined criteria (game genre, latency requirements, bandwidth needs) without requiring manual intervention. This self-service mechanism reduces operational complexity while maintaining high gameplay quality through automated resource allocation.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The network slicing framework is designed to handle multiple game genres and requirements through a unified system architecture. The same control section and slice management infrastructure serve diverse gaming applications, reducing overall system complexity compared to having separate dedicated networks for each game type.

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

3Reliability

If slice selection is performed for all communication traffic, then gameplay optimization is improved, but processing overhead and latency increase

Engineering Contradiction:
Improvegameplay optimizationVSAvoidprocessing overhead
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

Slice selection is performed selectively rather than for all traffic. The control section applies slice selection based on specific conditions such as game genre, latency sensitivity, and traffic volume thresholds. This partial action approach optimizes gameplay for critical traffic while minimizing processing overhead for less demanding communications.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12569770B2Information processing apparatus and information processing system
Publication Date: 2026.03.10 SONY GROUP CORP
  • US12569770B2 patent drawing
  • US12569770B2 patent drawing

AI summary

Provided is an information processing apparatus that includes a control section and a communication section. The control section selects a slice according to a genre of a game for which a request for information that is necessary for game play is made by a terminal, and assigns, to the information, an identifier that indicates the slice used to communicate the information. The communication section transmits the information to the terminal through a communication network.