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
Engineering 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
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.
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.
2Reliability
If network slicing is implemented to optimize gameplay, then gameplay quality and resource utilization are improved, but system complexity increases
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.
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.
3Reliability
If slice selection is performed for all communication traffic, then gameplay optimization is improved, but processing overhead and latency increase
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.
Data Source
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.

