Information Processing System Packet Segmentation for Syntax Error Prevention

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Solution Overview

Problem

In multiplayer online games, packet transmission errors can lead to syntax errors during command execution at the client, causing processing disruptions due to incomplete or missing game parameters.

Innovation Solution

The system divides game information into processing units that are packaged in single packets to prevent syntax errors, ensuring each client receives complete data for smooth processing, using packet generation and transmission mechanisms that prioritize error-free execution.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If information is divided into multiple packets for transmission, then transmission efficiency is improved, but syntax errors may occur during command execution at the client due to incomplete or missing game parameters

Engineering Contradiction:
Improvetransmission efficiencyVSAvoidcommand execution reliability
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The server divides game information into multiple packets for transmission, improving transmission efficiency. Each packet contains specific game parameters that can be independently processed by the client without causing syntax errors.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The server performs preliminary packetization of game information before transmission, organizing data into complete command sets that will not cause syntax errors when executed at the client, even if some packets are lost or delayed.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If packet retransmission is performed when errors occur, then data completeness is improved, but processing time increases due to lag time

Engineering Contradiction:
Improvedata completenessVSAvoidprocessing time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

Game information is segmented into independent packets, allowing the client to process received packets immediately without waiting for potential retransmissions, thus reducing processing time while maintaining data completeness for executed commands.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The client executes commands using available packet data even if not all packets are received, performing partial action to maintain game responsiveness. Retransmission requests are issued only for critical missing data, balancing completeness with time efficiency.

Inventive Principle:
Principle #16Partial or excessive action

3Reliability

If complete game parameters are provided in each packet, then command execution reliability is improved, but packet size and transmission overhead increase

Engineering Contradiction:
Improvecommand execution reliabilityVSAvoidpacket size
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The server segments game information into multiple packets, each containing complete command sets for specific players or game elements. This segmentation ensures that each packet is self-contained and can be executed reliably without requiring the entire game state, reducing overall packet size and transmission overhead.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS10135564B2Information processing system, information processing program, and information processing method
Publication Date: 2018.11.20 DENA CO LTD
  • US10135564B2 patent drawing
  • US10135564B2 patent drawing
  • US10135564B2 patent drawing

AI summary

The information processing system comprises a server that divides up information into processing units that will not cause syntax errors during processing at a client, packetizes such that each set of divided information is contained in a single packet, and transmits the packets thus generated to the client.