Latency Equalization for Synchronized Gaming Across Broadcast Paths
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Solution Overview
Problem
Distributed gaming systems face latency issues due to systemic propagation delays, arbitrarily imposed delays, and variances in broadcast times, leading to uneven gameplay experiences and potential competitive advantages for participants receiving television signals through different delivery paths or at different times.
Innovation Solution
A system that determines and equalizes latency across cohorts of viewers by measuring signal delays and adjusting game control data to synchronize 'lock out' signals, separating participants into groups based on signal reception methods and locations to ensure fair competition, and synchronizing game data with taped and syndicated programming to account for timing differences.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If participants receive television signals through different delivery paths (satellite, cable, over-the-air), then more participants can access the game, but latency disparities create uneven gameplay experiences and competitive advantages
Solution Approach 1:
The system segments participants into different cohorts based on their signal reception method and measured latency. Each cohort is treated separately for timing purposes, with lockout signals sent at different times for each cohort to ensure fair competition. This segmentation allows the system to accommodate multiple signal delivery paths while maintaining competitive fairness within each group.
Solution Approach 2:
The system applies local quality by customizing the timing of lockout signals for each cohort based on their specific latency characteristics. Instead of using a uniform timing approach for all participants, the system adjusts the lockout signal timing locally for each cohort, ensuring that each participant receives the lockout at the appropriate moment relative to when they receive the television signal.
2Reliability
If the system measures and equalizes latency for each participant, then fair competition is ensured, but system complexity increases due to latency measurement and adjustment processes
Solution Approach 1:
The system performs preliminary latency measurement during a calibration phase before the actual gaming begins. By measuring latency in advance and storing this information, the system avoids the need for continuous real-time latency adjustment during gameplay. This preliminary action reduces the complexity of ongoing system operation while still ensuring fair competition.
Solution Approach 2:
The system uses the participant's own television signal reception characteristics to determine their cohort and timing parameters. The latency measurement and equalization process automatically adapts to each participant's specific situation without requiring manual configuration or complex external intervention, making the system self-adjusting and reducing operational complexity.
3Reliability
If lockout signals are sent at different times for different cohorts, then latency disparities are addressed, but timing coordination becomes more complex
Solution Approach 1:
The system segments the timing coordination into separate operations for each cohort. Instead of attempting to synchronize all participants simultaneously, the system manages each cohort's timing independently, sending lockout signals at appropriately delayed times for each cohort. This segmentation simplifies the overall timing coordination while maintaining synchronization accuracy within each group.
Data Source
AI summary
To encourage viewer participation, games, contests and social interactions are able to be synchronized with programming such as television shows or commercials utilizing a second screen such as a cell phone, iPadĀ® or laptop computer. The programming is able to be television programming, Internet programming (e.g. a video displayed on a webpage or mobile device) or any other programming. The gaming is able to be any game such as a game of skill or chance, for example, played in connection with a football telecast.


