Hit Volume Scaling for Latency Compensation in Multiplayer Games

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Solution Overview

Problem

In online multiplayer games, latency issues due to varying network connections and client-authoritative input packet timing can lead to unfair advantages for players, as packet jittering can manipulate the timing of input packets, affecting the accuracy of gameplay interactions.

Innovation Solution

The approach involves determining a hit volume for player-controlled gameplay elements based on packet timing variance, which is then scaled to counteract the competitive advantage gained by jittering input packets, ensuring fair interactions by expanding the hit volume along the velocity vector, thereby compensating for latency and smoothing functions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If smoothing functions are used to handle packet timing jitter, then gameplay appearance is improved, but fairness is worsened as players can manipulate input packet timing to gain unfair advantages

Engineering Contradiction:
Improvegameplay smoothnessVSAvoidgame fairness
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The system applies preliminary anti-action by measuring packet timing variance and proactively adjusting hit volumes before players can exploit timing manipulation. The server detects jitter patterns and pre-compensates by expanding hit volumes in anticipation of potential unfair advantages, thereby neutralizing the effect of packet timing manipulation before it can affect gameplay fairness.

Inventive Principle:
Principle #9Preliminary anti-action

Solution Approach 2:

The system changes the parameter of hit volume based on measured packet timing variance. When variance is detected, the hit volume is dynamically adjusted (expanded) to compensate for the timing manipulation. This parameter change transforms the smoothing function from a passive visual enhancement into an active fairness mechanism that adapts to network conditions in real-time.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If packet timing jitter is exploited by players, then competitive advantage is improved, but gameplay accuracy is worsened as actual player position diverges from displayed location

Engineering Contradiction:
Improvecompetitive advantageVSAvoidposition accuracy
Core Design Contradiction:
Adaptability or versatilityVSMeasurement precision

Solution Approach 1:

The system implements feedback by continuously measuring packet timing variance and using this information to adjust hit volumes. The server monitors the timing of input packets, calculates the variance from expected timing, and feeds this information back into the hit volume calculation. This closed-loop feedback mechanism ensures that position accuracy is maintained despite player attempts to manipulate packet timing.

Inventive Principle:
Principle #23Feedback

3Reliability

If hit volume is expanded to compensate for packet jitter, then fairness is improved, but interaction precision is worsened as boundaries become less defined

Engineering Contradiction:
Improvegame fairnessVSAvoidinteraction boundary definition
Core Design Contradiction:
ReliabilityVSMeasurement precision

Solution Approach 1:

The system applies dynamics by making the hit volume adjustable rather than fixed. The hit volume dynamically changes based on the measured packet timing variance, expanding when jitter is detected and contracting when timing is consistent. This dynamic adjustment allows the system to maintain fairness without permanently sacrificing interaction precision, as the hit volume returns to normal sizes when manipulation stops.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS11771984B2Variable latency compensation for asynchronous multiplayer games
Publication Date: 2023.10.03 AMAZON TECH INC
  • US11771984B2 patent drawing
  • US11771984B2 patent drawing
  • US11771984B2 patent drawing

AI summary

A gameplay aspect, such as a hit volume, can be determined for a player-controlled gameplay element based at least in part upon a variance in input packet receipt timing. For games such as asynchronous multiplayer games where client devices are authoritative with respect the passage of time, players can obtain an unfair advantage but adjusting the timing of the input packets sent for those players. In order to address this potential unfairness, a hit volume for a player character can be increased in size according to the amount of timing variance, such that the player cannot avoid interactions as a result of the variation. A velocity vector can be used to sweep the hit volume in the direction of the velocity vector, and the variance can be used to increase the magnitude of the vector in order to expand the size of the hit volume for that gameplay object.