Local Multiplayer Gaming Latency via Command Broadcasting

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Solution Overview

Problem

Current multiplayer game engines on smartphones suffer from high game latency due to reliance on prediction techniques and inefficient use of local connections, leading to choppy and inaccurate rendering of game states, especially in local multiplayer settings.

Innovation Solution

The system employs a client-server model with direct-input rendering and overhearing of command packets over a local WiFi network, eliminating the need for state prediction and reducing latency by broadcasting command packets to all clients, allowing precise rendering without interpolation or extrapolation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If prediction techniques are used to render game states, then rendering can be performed without waiting for server updates, but rendering accuracy deteriorates and latency increases

Engineering Contradiction:
Improverendering speedVSAvoidrendering accuracy
Core Design Contradiction:
SpeedVSMeasurement precision

Solution Approach 1:

Each client device copies and processes command packets directly from the broadcast stream to render game states locally, eliminating the need for prediction while maintaining synchronization. The rendering is based on actual received commands rather than predicted states.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

Command packets are broadcast preliminarily to all clients before any rendering occurs. This allows all devices to have the same authoritative command data available for rendering, eliminating the need for prediction techniques.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If client-server model is used with centralized state management, then cheating is reduced and implementation is simplified, but network latency increases and spontaneous local play becomes difficult

Engineering Contradiction:
Improvecheat resistanceVSAvoidnetwork latency
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system merges the advantages of client-server reliability with peer-to-peer low latency by having all clients receive and process the same authoritative command packets broadcast by the game host, creating a hybrid approach that maintains security while enabling spontaneous local play.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

All client devices are placed in an equipotential state where they all receive the same command packets simultaneously via broadcast, eliminating latency differences between clients and enabling fair synchronous gameplay without centralized state management overhead.

Inventive Principle:
Principle #12Equipotentiality

3Adaptability or versatility

If commercial game engines are used that work over WAN, then game functionality is achieved, but performance deteriorates on local networks due to unnecessary latency handling

Engineering Contradiction:
Improvenetwork compatibilityVSAvoidgame response speed
Core Design Contradiction:
Adaptability or versatilityVSSpeed

Solution Approach 1:

The system applies local quality optimization by using broadcast communication specifically for local multiplayer scenarios, where all devices are in close proximity. This specialized approach improves response speed for local play while maintaining the ability to work over wider networks when necessary.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS9446306B2System and method for local multiplayer gaming
Publication Date: 2016.09.20 RGT UNIV OF CALIFORNIA
  • US9446306B2 patent drawing
  • US9446306B2 patent drawing
  • US9446306B2 patent drawing

AI summary

A system and method for local multiplayer gaming are disclosed. According to one embodiment, a system comprises a plurality of mobile client devices including a mobile client device designated as a server device. Each mobile client device comprises a display, at least one local network interface for communication with said server device and a processor. The processor is programmed for playing a multiplayer game with other mobile client devices and rendering on said display a game situation depending on commands sent by a plurality of mobile client devices to said server device over said at least local network interface. At least one of said mobile client devices is configured for overhearing commands sent by at least one other mobile client device to said server device or another mobile client device and for rendering on its display a game situation depending on said overheard command.