Game Information Synchronization via Field-of-View Segmentation

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Solution Overview

Problem

The expansion of a map range in game field-of-view management leads to a sharp increase in memory usage, causing performance issues due to the existing information synchronization mode.

Innovation Solution

Implementing an information synchronization method that uses multiple attribute synchronization ranges, where the server synchronizes attribute information of objects based on their distances from a virtual object, allowing flexible adjustment of synchronization ranges to reduce memory usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If field-of-view broadcast mode is used to synchronize object information to all players within target field of view, then information synchronization completeness is improved, but memory usage increases sharply when map range expands

Engineering Contradiction:
Improveinformation synchronization completenessVSAvoidmemory usage
Core Design Contradiction:
Loss of informationVSQuantity of substance

Solution Approach 1:

The patent segments the field of view into multiple field-of-view units (e.g., 9 units arranged in a 3x3 grid). Instead of synchronizing information to all players in the entire target field of view, the system divides and manages synchronization at the unit level, allowing selective synchronization to reduce memory consumption while maintaining necessary information coverage.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies different synchronization strategies to different field-of-view units based on local conditions. The server determines which specific field-of-view units require synchronization and sends notifications only to relevant players, rather than uniformly notifying all players in the target field of view. This localized approach reduces unnecessary memory usage while preserving information synchronization completeness where needed.

Inventive Principle:
Principle #3Local quality

2Adaptability or versatility

If map range is expanded to provide larger game world, then game playability and exploration are improved, but memory usage increases sharply due to existing synchronization mode

Engineering Contradiction:
Improvemap rangeVSAvoidmemory usage
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent implements dynamic field-of-view management where the server adaptively determines which field-of-view units require synchronization based on current game state, object positions, and player locations. This dynamic approach allows the system to handle expanded map ranges efficiently by activating synchronization only in relevant regions, preventing memory usage from increasing linearly with map expansion.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent applies partial synchronization by selecting and notifying only those players whose field-of-view units contain changing objects, rather than notifying all players in the expanded map. This partial action approach maintains necessary information synchronization while avoiding the excessive memory consumption that would result from universal notification across the entire expanded map range.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12172084B2Information synchronization method and apparatus, and storage medium
Publication Date: 2024.12.24 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US12172084B2 patent drawing
  • US12172084B2 patent drawing
  • US12172084B2 patent drawing

AI summary

This application discloses an information synchronization method performed at a terminal, including: receiving a first attribute synchronization message from a server, the first attribute synchronization message indicating that a first object in a currently running game is within a first field of view of a virtual object associated with the terminal; displaying the first object according to first attribute information carried in the first attribute synchronization message; in response to an update of at least one of the first object and the virtual object, receiving a second attribute synchronization message from the server, the second attribute synchronization message indicating that a second object in the game is within the first field of view of the virtual object in the game; and updating the display of the first object and displaying the second object according to second attribute information carried in the second attribute synchronization message on the client application.