Networked Game System Movement Prediction
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Solution Overview
Problem
Communication delays in networked communication game systems cause inconsistencies and interruptions in character movement, leading to a poor gaming experience as players perceive delays and unintended movements due to delayed data transmission.
Innovation Solution
A communication game system with a management computer and game apparatus that obtain and transmit a moving track of an object's movement, allowing the management computer to control the object's movement within a virtual game space, thereby mitigating the effects of communication delays by pre-determining the movement route and ensuring continuous gameplay.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If real-time movement instructions are transmitted from terminal to server, then character movement responsiveness is improved, but communication delays cause movement interruptions and inconsistencies
Solution Approach 1:
The terminal predicts the character's future position based on current movement velocity and direction before receiving server confirmation. This preliminary position calculation allows the character to continue moving smoothly without waiting for real-time server responses, thereby maintaining movement continuity despite communication delays.
Solution Approach 2:
The system dynamically adjusts between server-authoritative position updates and terminal-predicted position interpolation. When server responses are received, the predicted position is corrected to match server data; when responses are delayed, the predicted position is used temporarily. This dynamic switching maintains both responsiveness and reliability.
2Duration of action of moving object
If movement data is transmitted continuously to maintain smooth character animation, then movement fluidity is improved, but network bandwidth consumption increases
Solution Approach 1:
The terminal extracts and transmits only the essential movement parameters (velocity, direction, predicted position) rather than complete movement data frames. This selective data transmission maintains the ability to generate smooth character animations while significantly reducing the amount of network data that needs to be exchanged.
Solution Approach 2:
The terminal creates a local copy of the character's movement state and uses this copy to generate intermediate animation frames through interpolation. Instead of requesting every animation frame from the server, the terminal generates copies of movement data locally, reducing network traffic while maintaining visual fluidity.
3Measurement precision
If server processes all movement calculations centrally, then movement accuracy is improved, but system response time increases
Solution Approach 1:
The movement calculation process is segmented between terminal and server. The terminal handles real-time velocity and position prediction calculations, while the server handles authoritative position validation and collision detection. This segmentation allows both parties to perform their respective calculations in parallel, improving overall response time while maintaining accuracy through server validation.
Solution Approach 2:
The server provides feedback to the terminal about the accuracy of predicted positions by comparing them with server-calculated positions. This feedback loop allows the terminal to refine its prediction algorithms over time, improving movement accuracy while maintaining fast local response times.
Data Source
AI summary
A communication game system includes a plurality of game apparatuses which can be communicated via a network and functions as a parent machine and as a child machine, for example. In the child machine, a moving track of an object to be operated is obtained in response to an input with a pointing device by a player, and transmitted to the parent machine. In the parent machine, a movement of the object is controlled by the moving track, and drawing information to draw a virtual game space including the moved object is transmitted to the child machine. In the child machine, a game screen including the object to be operated is generated and displayed on the basis of the received drawing information.


