Game State Property Change Replay for Abuse Verification
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Solution Overview
Problem
In virtual environments, proving abuse, such as offensive actions or words, is difficult due to the technical challenges of recording and storing vast amounts of data from three-dimensional virtual environments, including storage space, network resources, and processing requirements.
Innovation Solution
A system and method that generate a list of changes in properties between two game states in a virtual environment, allowing for the replay of previous game states and enabling the identification of abusive actions by reversing the list of changes and providing a user interface for reporting abuse.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If all things that occur in a three-dimensional virtual environment are recorded, then complete proof of abuse is achieved, but storage space requirements become prohibitively large
Solution Approach 1:
The patent extracts only the essential information needed for abuse proof - specifically the game state properties and changes - rather than recording all visual and audio data. This selective extraction of critical data elements enables abuse verification while dramatically reducing storage requirements from full 3D environment recordings to structured property change logs.
Solution Approach 2:
The patent creates simplified copies of the virtual environment state by recording properties and their changes rather than the actual 3D graphics and audio. These property-based copies serve as sufficient evidence for abuse verification while occupying minimal storage space compared to full environmental recordings.
2Reliability
If full game state recordings are stored, then complete replay capability is achieved, but network resources for transmission are excessively consumed
Solution Approach 1:
The patent extracts only the essential state properties and their changes from the full game state, transmitting only this condensed information. This extraction enables complete replay capability through property reconstruction while minimizing network bandwidth consumption by eliminating transmission of redundant visual and audio data.
Solution Approach 2:
The patent records changes in game state parameters rather than absolute state values. By tracking only the deltas or changes in properties between frames, the system achieves complete replay capability through cumulative application of changes while significantly reducing the amount of data that must be transmitted over the network.
3Measurement precision
If comprehensive game state data is processed, then accurate abuse identification is achieved, but processing resources for encoding and decoding are excessively consumed
Solution Approach 1:
The patent extracts only the relevant properties that indicate abusive behavior from the comprehensive game state data. By focusing on specific property changes rather than processing all visual, audio, and interaction data, the system achieves accurate abuse identification while minimizing encoding and decoding processing requirements.
Solution Approach 2:
The patent creates simplified property-based copies of game state changes that are sufficient for abuse detection. These property copies require minimal processing resources to encode and decode compared to full 3D environment data, while maintaining the precision needed to identify abusive actions through property analysis.
Data Source
AI summary
A metaverse application receives user input from a user during gameplay of a virtual experience. The metaverse application renders a first game state of gameplay of the virtual experience on a user device based on the user input, wherein the first game state is described by a set of properties. The metaverse application generates a list of changes in properties between the first game state and a second game state, wherein the second game state occurred before the first game state. The metaverse application receives a request from the user to replay the second game state. The metaverse application renders the second game state of gameplay by reversing the list of changes between the first game state and the second game state.


