Local Game-Area Network Segmented Processor Architecture

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Solution Overview

Problem

Current gaming systems face challenges with hardware and software upgrades, as existing processor boards require complete replacement, are costly, and lack incremental upgrade options, leading to obsolescence and high maintenance costs due to proprietary interfaces and monolithic software architecture.

Innovation Solution

A local game-area network system with a two-board processor board set and a gaming kernel that allows for modular, layered software design, enabling easy hardware and software upgrades, backward compatibility, and standard interfaces, facilitating incremental upgrades and cost-effective maintenance.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If complete processor board replacement is performed for upgrades, then system performance is improved, but cost and complexity increase significantly

Engineering Contradiction:
Improvesystem performanceVSAvoidupgrade complexity
Core Design Contradiction:
SpeedVSDevice complexity

Solution Approach 1:

The processor board is divided into two separate boards: a first processor board handling core functions and a second processor board handling additional functions. This segmentation allows independent upgrading of each board, reducing upgrade complexity while maintaining performance improvement capabilities.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The gaming system is designed with standardized interfaces and a gaming kernel that can support multiple game types and configurations. The processor boards are configured to work together in a master-slave relationship that can be dynamically assigned, allowing the same hardware configuration to serve multiple functions and reducing the need for complete replacements.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Ease of manufacture

If proprietary interfaces are used in processor boards, then system integration is simplified, but adaptability and upgrade flexibility are reduced

Engineering Contradiction:
Improvesystem integrationVSAvoidupgrade flexibility
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The system employs standardized interfaces including PCI-X, PCI, and PCI-Express bus standards that are widely adopted across different hardware platforms. The gaming kernel is designed to be platform-independent, allowing the same software to run on different processor board configurations without requiring proprietary integration solutions.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

A gaming kernel acts as an intermediary layer between the operating system and the processor boards. This kernel provides abstracted access to hardware resources and manages communication between the master and slave processor boards, enabling flexible configuration changes without affecting system integration stability.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Reliability

If monolithic software architecture is used, then system stability is improved, but incremental software upgrades become difficult

Engineering Contradiction:
Improvesystem stabilityVSAvoidsoftware upgradeability
Core Design Contradiction:
ReliabilityVSEase of manufacture

Solution Approach 1:

The software architecture is segmented into a gaming kernel, game application layer, and device driver layer. The gaming kernel provides stable core functionality while the game application layer can be independently updated. This layered segmentation allows incremental software upgrades without compromising the stability of the core system.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically assigns master and slave roles to processor boards based on configuration needs. The gaming kernel can dynamically load and unload game applications and device drivers, allowing the system to adapt its software configuration in real-time without requiring complete software reinstallation or system reboot.

Inventive Principle:
Principle #15Dynamics

4Adaptability or versatility

If entire processor boards are replaced for hardware upgrades, then new features are achieved, but cost and downtime increase

Engineering Contradiction:
Improvenew feature capabilityVSAvoidupgrade downtime
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The processor functionality is segmented across two independent boards that can be configured in different master-slave relationships. When upgrading, only the specific board requiring updates needs to be replaced or reconfigured, while the other board continues to operate. This reduces upgrade downtime significantly compared to replacing entire processor assemblies.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system is pre-configured with standardized interfaces and a flexible gaming kernel that anticipates future upgrade scenarios. Processor boards are designed with hot-swappable connectors and the gaming kernel includes pre-loaded drivers for common configurations, allowing upgrades to be performed with minimal interruption to system operation.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS9555322B2Local game-area network method
Publication Date: 2017.01.31 LNW GAMING INC
  • US9555322B2 patent drawing
  • US9555322B2 patent drawing
  • US9555322B2 patent drawing

AI summary

A local game-area network includes a plurality of gaming devices and local game-area servers. Each local game-area server is associated with a corresponding gaming device. Each local game-area server in the local game-area network is operatively associated with every other local game-area server in the local game-area network. Additionally, one of the local game-area servers is a host local game-area server while the remaining gaming devices and associated local game-area servers are clients. Furthermore, the host status of the host local game-area server moves dynamically to an available local game-area server in the local game-area network in response to the host local game-area server becoming non-operational.