Hybrid Communication Model for Multiplayer Gaming Server Load

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Solution Overview

Problem

Current online multiplayer gaming systems face significant challenges with lag and server congestion due to excessive data communication and processing requirements, limiting the number of simultaneous players and necessitating costly infrastructure, as existing models like peer-to-peer and client-server architectures are inefficient in managing large-scale interactions.

Innovation Solution

The hybrid communication model reduces message size and processing load by distributing calculations between servers and user devices, using dedicated communication channels, and implementing asynchronous communication to minimize server congestion and optimize data transfer, allowing for a significant reduction in server costs and processing power.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If a centralized server model is used to handle all user and game data processing, then hardware requirements of the user computing device are minimized, but the server becomes overloaded when many users join simultaneously

Engineering Contradiction:
Improveuser device hardware requirementsVSAvoidserver capacity
Core Design Contradiction:
Ease of manufactureVSReliability

Solution Approach 1:

The patent segments the centralized server model into a hybrid architecture where rendering and game logic processing are separated from physics and collision detection. User devices handle rendering locally while servers handle physics calculations, dividing the computational load to prevent server overload while maintaining low user device requirements.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a new dimension of computation by implementing a hybrid model that operates across multiple processing layers. Instead of purely centralized or decentralized processing, the system adds a intermediate layer where critical gameplay elements (physics, collisions) are processed separately from visual rendering, enabling scalable multi-user support.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Ease of manufacture

If thin-client gaming systems are used where user devices run from central server resources, then user device hardware requirements are reduced, but servers quickly become congested and prone to lag

Engineering Contradiction:
Improveuser device hardware requirementsVSAvoidserver response time
Core Design Contradiction:
Ease of manufactureVSSpeed

Solution Approach 1:

The patent extracts the most computationally intensive tasks (physics calculations, collision detection) from the thin-client server model and handles them through optimized server-side processing. This extraction prevents server congestion by efficiently managing the specific tasks that cause lag, while allowing the thin-client architecture to maintain its hardware advantages.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent changes the processing parameters by implementing asynchronous communication protocols and optimized data transmission formats. This reduces the frequency and size of server-to-client communications, thereby decreasing server congestion and lag while maintaining the thin-client architecture's benefits.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If peer-to-peer networking with bidirectional communication is used, then distributed processing is achieved, but server resources are excessively consumed creating excessive lag

Engineering Contradiction:
Improvedistributed processing capabilityVSAvoidserver performance
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent inverts the traditional peer-to-peer model by making the server the active initiator of communications rather than passive responder. The server pushes updated game state data to clients based on physics calculations, reducing the need for bidirectional communication and decreasing server resource consumption while maintaining distributed processing benefits.

Inventive Principle:
Principle #13The other way round (Inversion)

Solution Approach 2:

The patent implements partial bidirectional communication where clients send only essential input data to the server, and the server responds with processed game state updates. This partial action approach maintains the distributed processing capability while avoiding the excessive communication overhead that causes server lag in full peer-to-peer models.

Inventive Principle:
Principle #16Partial or excessive action

4Reliability

If thin-client systems communicate all data to servers, then centralized control is maintained, but message size increases dramatically slowing down communications

Engineering Contradiction:
Improvecentralized controlVSAvoidcommunication time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent extracts only the essential data elements needed for centralized control (physics state, collision information, game logic variables) from the full game data set. By transmitting only these extracted critical elements rather than all game data, message sizes are dramatically reduced while centralized control integrity is maintained.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent changes the communication parameters by implementing differential updates that transmit only changed elements between game states, and by using compressed data formats. This reduces message size and transmission time while maintaining the accuracy and reliability of centralized control over the game state.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11658919B2Device and method for interactive environment processing and communication
Publication Date: 2023.05.23 CYBORG PHOENIX SIMULATIONS LLC
  • US11658919B2 patent drawing
  • US11658919B2 patent drawing
  • US11658919B2 patent drawing

AI summary

A user device, for environmental processing and communication, the device comprising a multiple and preferably independent communication module; the multiple and preferably independent communication module configured to communicably coupling to one or more communication networks, wherein the one or more multiple and preferably independent communication modules couple the user device to one or more servers, one or more processing modules, a memory module comprising instructions stored therein, which, when executed by the one or more processing modules cause the one or more processing modules to perform operations comprising, receiving one or more messages from the one or more servers through the one or more communication networks, extracting an information from the one or more messages, storing the extracted information in the memory module for immediate execution by the one or more processing modules.