Mobile Game Session Update via Event-Triggered Data Objects
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Solution Overview
Problem
The limitations of mobile devices, such as small displays and limited memory, along with limited bandwidth and intermittent connectivity, make it difficult to implement multiplayer games on mobile devices, as they require continuous network connection to maintain game sessions.
Innovation Solution
A method where multiplayer game sessions on mobile devices are updated by downloading game data objects from a game data object server, allowing devices to disconnect and reconnect as needed, with update requests triggered by game events, enabling independent execution of game applications and seamless gameplay.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If mobile devices remain connected to the network during gameplay, then game session updates can be received, but network connectivity requirements increase and gameplay is interrupted by connection dependencies
Solution Approach 1:
The game application is segmented into a client portion executed on the mobile device and a server portion executed on the game server. This segmentation allows the client to operate independently with cached game data, enabling disconnect- reconnect gameplay while the server handles updates and multi-player coordination.
Solution Approach 2:
Game data objects are downloaded and cached on the mobile device before gameplay begins or before disconnects occur. This preliminary action ensures that the device has necessary game data stored locally, allowing seamless reconnection without requiring continuous network access during gameplay.
2Ease of operation
If all game data is downloaded to mobile devices, then gameplay can continue offline, but device memory requirements increase
Solution Approach 1:
Game data is segmented into discrete game data objects that can be selectively downloaded and cached. Only the portions of game data needed for current or near-future gameplay are stored on the device, reducing overall memory requirements while maintaining offline capability.
Solution Approach 2:
Different portions of game data are stored with different qualities or completeness levels based on their importance and access frequency. Critical game data is fully cached for offline access, while less critical data may be stored in compressed or partial forms.
3Stability of the object's composition
If game data objects are sent to all participants, then synchronization is maintained, but network bandwidth consumption increases
Solution Approach 1:
Only the specific game data objects that have changed or are relevant to particular game events are extracted and sent to participants, rather than transmitting complete game states. This reduces bandwidth consumption while maintaining necessary synchronization.
Solution Approach 2:
Game data objects are sent to all participants even if some don't strictly need them, simplifying the update mechanism. The data objects are designed to be self-contained and idempotent, so receiving redundant data doesn't cause issues but enables simpler server logic.
Data Source
AI summary
A method for updating a game session comprises detecting a game event during a game session, sending an update request to a game data object server responsive to the game event, receiving a game data object from the game data server responsive to the update request, and updating the game session with the game data object. The update request preferably includes an event identifier associated with the game event and the identity of at least one game participant. Based on the player and event identified in the update request, the game data object server selects a corresponding game data object and sends the game data object to each of the players.


