Live Hosted Multiplayer Game System with Real-Time Human Interaction
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Solution Overview
Problem
Prior online multiplayer games are limited by computer-controlled characters with programmed artificial intelligence, leading to less engaging gameplay experiences as they cannot respond to events in a dynamic and human-like manner.
Innovation Solution
The introduction of a live-hosted multiplayer system that includes a live host console interacting with players, allowing real-time adjustments to the game state and flow through a network-connected game controller, enabling human-like interaction and enhancing gameplay engagement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Extent of automation
If computer-controlled characters with programmed artificial intelligence are used, then the game can be played automatically, but the gameplay engagement is reduced due to lack of human-like interaction
Solution Approach 1:
The system segments the gameplay into two distinct modes: automated computer-controlled gameplay and live-hosted human interaction. The game controller can operate in automation mode for standard gameplay, then switch to live-hosted mode when a host connects via the live host console, allowing human-like interactions to occur without replacing the entire automated system.
Solution Approach 2:
The system dynamically adapts between automated and live-hosted modes based on real-time conditions. The game controller monitors whether a live host is available and switches between automation and human interaction accordingly, making the system flexible and adaptable to different gameplay scenarios.
2Adaptability or versatility
If a live host console is introduced for real-time interaction, then gameplay engagement is enhanced, but the device complexity increases
Solution Approach 1:
The live host console acts as an intermediary device between the host and the game controller. It provides a user interface for the host to control game events while the game controller handles the actual gameplay logic, separating the complexity of live interaction from the core game system.
Solution Approach 2:
The game controller is designed with multi-functionality, capable of handling both automated gameplay and live-hosted interactions through the same device. This universal design reduces overall system complexity by consolidating functions rather than requiring separate dedicated devices for each mode.
3Duration of action of stationary object
If real-time host involvement is implemented, then game flow continuity is improved, but the network communication requirements increase
Solution Approach 1:
The system implements feedback mechanisms where the live host console receives real-time game state information from the game controller and transmits host commands back to control game events. This bidirectional communication maintains game flow continuity by allowing the host to respond dynamically to gameplay conditions.
Solution Approach 2:
The game controller pre-synchronizes the live host console with the current game state before the host begins interaction. This preliminary synchronization ensures that the host and players start from the same game state, reducing network communication requirements by eliminating the need for continuous real-time data synchronization during host involvement.
Data Source
AI summary
A live-hosted multiplayer online gaming system includes a plurality of game clients, a game controller, and a live-operator input. The game controller includes logic to operate a live-hosted multiplayer online game, logic to couple the game controller to the plurality of game clients via a network, and logic to receive inputs from and to send outputs to the plurality of game clients. The live operator console further includes logic to couple the live operator input to the game server to enable communication between the live operator input and the game controller, logic to synchronize the live operator input to the current game state, and logic to send messages to the game controller that cause the game controller to create events that control at least in part the execution of the live hosted multiplayer online game.


