Level Server System for Peer-to-Peer Game Management
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
In multiplayer video games, converting a single-player game to a multiplayer cooperative game is challenging due to memory and processing limitations, often requiring tethering players to preserve resources, which restricts gameplay and lacks efficient distribution of server responsibilities across connected consoles.
Innovation Solution
Implementing a peer-to-peer network architecture that allows game consoles to dynamically transfer management responsibilities for virtual areas, including tracking player and non-player character locations, spawning enemies, and performing AI functions, between connected consoles, enabling seamless player movement and reducing memory and processing burdens.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If a centralized server architecture is used to manage multiplayer games, then server responsibilities are centralized for better control, but device complexity and network requirements increase
Solution Approach 1:
The patent divides the centralized server into distributed peer nodes, where each game console segments server responsibilities across multiple virtual areas. This segmentation allows individual consoles to manage specific zones independently while maintaining overall system coordination through peer-to-peer communication.
Solution Approach 2:
The patent introduces a level server as an intermediary component that mediates between player consoles and manages virtual area state. This level server acts as a specialized peer that handles server functions for specific virtual areas, enabling centralized control for particular zones without requiring a fully centralized architecture.
2Adaptability or versatility
If multiple players explore different rooms simultaneously in multiplayer cooperative games, then gameplay versatility improves, but memory and processing requirements exceed console budgets
Solution Approach 1:
The patent segments the game world into multiple virtual areas, with each area managed by a dedicated level server. This segmentation allows players to explore different rooms simultaneously without loading all areas into memory at once, as each level server manages only its respective virtual area independently.
Solution Approach 2:
The patent adds a hierarchical dimension by introducing level servers that manage virtual areas, separating the player management function from the area management function. This dimensional separation allows efficient resource allocation where player data and area data are managed independently across different processing levels.
3Quantity of substance
If players are tethered together to preserve memory resources, then memory usage is optimized, but ease of operation and gameplay freedom are reduced
Solution Approach 1:
The patent segments memory management by assigning dedicated level servers to specific virtual areas. Each level server manages its area independently, allowing players to move freely between areas without being tethered, as the system loads and unloads virtual areas on-demand based on player presence rather than forcing players to stay together.
Solution Approach 2:
The level servers autonomously manage virtual area loading and unloading based on player actions. When players enter or leave virtual areas, the level servers automatically service the loading and unloading processes without requiring player intervention or tethering, optimizing memory usage while maintaining player freedom.
4Adaptability or versatility
If single-player content is converted to multiplayer cooperative game, then gameplay adaptability improves, but processing power requirements increase due to multiple players in same virtual area
Solution Approach 1:
The patent segments processing responsibilities by introducing level servers that handle virtual area management separately from player management. This segmentation allows the main player console to focus on player control while level servers handle area state, reducing the processing burden on individual consoles when multiple players are in the same virtual area.
Solution Approach 2:
The patent makes level servers universal components that can be dynamically assigned to different virtual areas. These multi-functional level servers can manage any virtual area's state, player tracking, and spawning functions, providing flexible processing power distribution that adapts to various multiplayer scenarios without requiring excessive processing capacity.
Data Source
AI summary
Methods and systems are described for a multiplayer video game on a peer-to-peer network in which players' game consoles can pass off or accept server or other management responsibilities for individual rooms, levels, or other virtual areas from other game consoles. Each player's game console can be either a ‘level server’ or a ‘level client,’ the level server's responsibilities including spawning and directing non-player characters, tracking objects, and/or conducting other management responsibilities of the room for the level clients. The level server can send updates such as save game states and other level checkpoints to its level clients for the specific virtual area that it manages.


