Hierarchical Object Management for Computational Resource Allocation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Complex object-oriented applications face challenges in efficiently managing computational resources such as graphics processors and memory devices, leading to increased demand on computer units due to greedy rendering approaches and user input processing.

Innovation Solution

A system with separate hierarchies of objects, a source object hierarchy and a storage object hierarchy, managed by a controller that allocates and deallocates computational resources based on object usage, allowing efficient processing and reducing resource load.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If greedy rendering approach is used to improve gameplay by rendering levels and characters in vicinity before receiving user input, then overall gameplay is improved, but demand on computational resources increases

Engineering Contradiction:
Improvegameplay responsivenessVSAvoidcomputational resource demand
Core Design Contradiction:
Ease of operationVSUse of energy by moving object

Solution Approach 1:

The patent segments the object hierarchy into two separate structures: a storage object hierarchy for objects that have been instantiated but not yet allocated resources, and a source object hierarchy for objects that have been allocated computational resources. This segmentation allows the system to distinguish between objects that need resources and those that don't, enabling more efficient resource management while maintaining gameplay responsiveness.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements dynamic resource allocation by allowing objects to be relocated between the storage object hierarchy and source object hierarchy based on their current usage state. The controller dynamically manages computational resource allocation, deallocating resources from objects no longer in use and allocating them to objects that need rendering, thus adapting resource consumption to actual gameplay needs.

Inventive Principle:
Principle #15Dynamics

2Use of energy by moving object

If separate hierarchies of objects are maintained to manage computational resources efficiently, then resource load is reduced, but system complexity increases

Engineering Contradiction:
Improvecomputational resource loadVSAvoidhierarchy management complexity
Core Design Contradiction:
Use of energy by moving objectVSDevice complexity

Solution Approach 1:

The patent introduces a controller as an intermediary component that manages the two object hierarchies and handles computational resource allocation. The controller receives requests to execute processes, determines which objects need computational resources, relocates objects between hierarchies accordingly, and manages deallocation when processes complete. This intermediary simplifies the overall system architecture by centralizing resource management logic.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent creates copies of the object hierarchy structure in two separate forms (storage object hierarchy and source object hierarchy) to manage different states of objects. This copying approach allows the system to maintain separate views of object states without requiring complex in-place transformations, making the hierarchy management more straightforward despite the additional structural element.

Inventive Principle:
Principle #26Copying

3Productivity

If objects are relocated between storage and source hierarchies based on process completion, then resource allocation is optimized, but processing time increases

Engineering Contradiction:
Improveresource allocation efficiencyVSAvoidobject relocation time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent performs preliminary actions by pre-establishing the two object hierarchies and pre-defining the controller's management logic before objects are actually allocated or relocated. When a process request arrives, the controller can immediately determine which objects need resources and execute relocation without time-consuming setup procedures, thus minimizing processing delays while maintaining efficient resource allocation.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS9489238B2Hierarchal system of objects
Publication Date: 2016.11.08 ELEPHANT GAMES
  • US9489238B2 patent drawing
  • US9489238B2 patent drawing
  • US9489238B2 patent drawing

AI summary

Techniques are disclosed that include instantiating a storage object hierarchy including a root storage object and one or more descendant objects of the root storage object. The storage object hierarchy comprises instantiated objects temporarily denied utilization of the computational resources. The techniques further include instantiating a source object hierarchy including a root source object. The source object hierarchy comprises instantiated objects allowed utilization of the computational resources. The techniques also include receiving a request to execute a process corresponding to a particular object in the storage object hierarchy, relocating the particular object to the source object hierarchy, and allocating a computational resource corresponding to the process to the particular object, thereby allowing utilization of the computational resource by the particular storage object.