Multiplayer Game Synchronization via Server-Client and P2P Communication

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Solution Overview

Problem

The instability of network access in mobile environments poses challenges for multiplayer-network games, limiting their development and availability, as existing technologies struggle to provide stable multiplayer experiences on mobile devices.

Innovation Solution

A method and device that utilize unified synchronous and asynchronous communication to enable multiplayer-network games by receiving information about past plays from a game server, connecting user devices, and playing games in synchronization, even in environments with unstable network access, using Server-Client and Peer-To-Peer communication methods.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If multiplayer-network games are played in mobile environments, then user accessibility and mobility are improved, but network access stability deteriorates

Engineering Contradiction:
Improveuser accessibilityVSAvoidnetwork access stability
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system performs preliminary actions by storing game state information and player data on the server before network disconnection occurs. When a player disconnects, the server retains this information and enables other players to continue playing with the disconnected player's data, thus preparing in advance for network instability scenarios.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The server acts as an intermediary that mediates between players and the game state. It stores and manages player information, game progress, and match data, allowing players to reconnect and resume gameplay without losing progress, thus stabilizing the multiplayer experience despite network fluctuations.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Speed

If synchronous communication is used for real-time multiplayer gaming, then gameplay responsiveness is improved, but network dependency increases

Engineering Contradiction:
Improvegameplay responsivenessVSAvoidnetwork dependency
Core Design Contradiction:
SpeedVSReliability

Solution Approach 1:

The system pre-loads and stores game state information, player profiles, and match data on the server before players need them. This preliminary storage enables the system to quickly restore game states upon reconnection without requiring continuous real-time network synchronization, reducing network dependency while maintaining responsiveness.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The server creates and maintains copies of player data and game states locally. When players disconnect and reconnect, the system uses these pre-existing copies to rapidly restore gameplay without requiring extensive real-time data synchronization, thus reducing network dependency while preserving gameplay speed.

Inventive Principle:
Principle #26Copying

3Measurement precision

If continuous network connection is required for multiplayer games, then game synchronization accuracy is improved, but gameplay availability in mobile environments deteriorates

Engineering Contradiction:
Improvegame synchronization accuracyVSAvoidgameplay availability
Core Design Contradiction:
Measurement precisionVSAdaptability or versatility

Solution Approach 1:

The system performs preliminary storage of accurate game states and player information on the server before disconnections occur. This pre-stored data maintains synchronization accuracy, allowing players to reconnect at any time without compromising game state integrity, thus enabling gameplay availability in mobile environments with intermittent connectivity.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The server acts as an intermediary that maintains accurate game state information independently of player connection status. It stores synchronized game data and player progress, enabling players to reconnect and resume with accurate game state without requiring continuous network connection, thus maintaining synchronization accuracy while improving availability.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11033815B2Method for playing multiplayer-network game performed by user device and user device
Publication Date: 2021.06.15 XOGAMES INC
  • US11033815B2 patent drawing
  • US11033815B2 patent drawing
  • US11033815B2 patent drawing

AI summary

A method for playing a multiplayer-network game performed by a user device comprises receiving information about at least one past play of at least one first user device from a game providing server, connecting the user device with at least one second user device, and playing a game between the user device and the at least one second user device in a state of synchronization with the at least one past play of the at least one first user device.