Machine Learning Resolution Enhancement for Virtual Gaming Environments

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Solution Overview

Problem

Current computer games require significant computing resources to maintain high-resolution graphics, leading to overburdened hardware and limitations in game world size and complexity, especially on standard consumer devices.

Innovation Solution

The use of machine learning agents trained on game world characteristics to generate virtual game worlds in real-time, allowing for dynamic graphical presentation and resolution enhancement of game environments, enabling larger game worlds to be rendered efficiently on standard hardware.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If high-resolution graphics are used in computer games, then graphical quality is improved, but computing resource consumption increases

Engineering Contradiction:
Improvegraphical qualityVSAvoidcomputing resource consumption
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The game world map is divided into multiple tiles that can be independently processed and rendered. Only tiles within or near the player's field of view are enhanced to high resolution, while distant tiles remain at lower resolution, reducing overall computing resource consumption while maintaining graphical quality where needed

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different resolution levels are applied to different regions of the game world based on their importance to the player experience. Areas close to the player receive high-resolution rendering, while distant areas use lower resolution, optimizing the balance between graphical quality and computing resource usage

Inventive Principle:
Principle #3Local quality

2Area of stationary object

If larger game worlds are created, then game world size is improved, but hardware resource requirements increase

Engineering Contradiction:
Improvegame world sizeVSAvoidhardware resource requirements
Core Design Contradiction:
Area of stationary objectVSDevice complexity

Solution Approach 1:

The large game world is segmented into multiple manageable tiles that can be loaded and processed independently. This allows the game to handle larger world sizes by only actively processing and rendering the tiles that are currently relevant to the player, rather than requiring all tiles to be loaded into memory simultaneously

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The resolution and detail level of game world tiles are dynamically adjusted based on the player's position and movement. As the player moves through the game world, tiles are dynamically enhanced to appropriate resolution levels, allowing large game worlds to be rendered efficiently on standard hardware without requiring excessive memory or processing power

Inventive Principle:
Principle #15Dynamics

3Manufacturing precision

If machine learning agents are used for resolution enhancement, then graphical quality is improved, but processing time increases

Engineering Contradiction:
Improveresolution qualityVSAvoidprocessing time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

Machine learning agents are trained in advance on representative game world data to learn the characteristics of the specific game environment. This preliminary training enables the agents to perform resolution enhancement more efficiently during actual gameplay, as they have already learned the patterns and features of the game world and don't need to analyze everything from scratch

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

Resolution enhancement is applied selectively to only those tile portions that are currently visible or near-visible to the player, rather than enhancing the entire game world map. This partial application of the enhancement process significantly reduces processing time while maintaining graphical quality in the relevant areas

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12106432B2Machine learned resolution enhancement for virtual gaming environment
Publication Date: 2024.10.01 PLAYERUNKNOWN PROD BV
  • US12106432B2 patent drawing
  • US12106432B2 patent drawing
  • US12106432B2 patent drawing

AI summary

Virtual game worlds for computer games can be provided using machine learning. The use of machine learning enables the virtual game worlds to be generated at run time by standard consumer hardware devices. Machine learning agents are trained in advance to the characteristics of the particular game world. Then, these suitably trained machine learning agents can be used to generate a relevant portion of a virtual game world, such as a portion of the virtual game world that is proximate to a play's position. Advantageously, the virtual game world can be provided in high resolution and is able to cover a substantially larger region than conventional practical.