Moving Object Speed Control for Multiplayer Game State Synchronization
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Solution Overview
Problem
In online competition games with synchronized game states across multiple information processing apparatuses, communication delays cause time lags leading to unnatural displays and discomfort due to discrepancies in game event occurrence states.
Innovation Solution
Implement a system where processors control the movement of moving objects in virtual spaces based on received data, incorporating hit stop displays and adjustments in movement speed to synchronize game events across multiple apparatuses, ensuring natural display without discomfort.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If game states are synchronized between at least three information processing apparatuses, then the game can be played online with multiple players, but time lags occur due to communication delay causing unnatural display and discomfort
Solution Approach 1:
The patent applies preliminary action by performing hit stop (pausing game processing) before transmitting game state data to other apparatuses. This ensures that all apparatuses process game events in the same order and at the same logical time, preventing display inconsistencies caused by communication delays. The hit stop creates a synchronization point that maintains display naturalness while enabling multiplayer capability.
Solution Approach 2:
The patent uses an information processing apparatus (such as a server) as an intermediary to manage game state synchronization. This intermediary coordinates the transmission and processing of game data between multiple apparatuses, ensuring that all players experience the same game events simultaneously despite network delays, thus maintaining display naturalness.
2Reliability
If moving object speed is controlled to synchronize game events, then display naturalness is improved, but communication delay effects are amplified
Solution Approach 1:
The patent performs hit stop (pausing processing) before transmitting data to other apparatuses. This preliminary action ensures that all apparatuses are synchronized before receiving and processing game state updates, preventing the amplification of communication delay effects. By pausing at critical synchronization points, the system maintains display naturalness without excessive time loss.
3Reliability
If hit stop display is used to synchronize game events, then display naturalness is improved, but game processing time increases
Solution Approach 1:
The patent applies hit stop as a preliminary action before transmitting game state data. By pausing processing at this critical point, the system ensures all apparatuses synchronize their game states before continuing, maintaining display naturalness. The hit stop duration is minimized to only what is necessary for synchronization, reducing unnecessary time loss.
Solution Approach 2:
The system uses self-service by having each information processing apparatus independently manage its own hit stop timing based on received synchronization signals. This decentralized approach allows each apparatus to pause and resume processing autonomously, reducing the need for extended coordination time and minimizing overall processing time loss.
Data Source
AI summary
Provided is an information processing system in which a moving object (ball) is moved at a first speed in first to third virtual spaces of first to third apparatuses. In the second virtual space of the second apparatus, the moving speed of the moving object is changed from the first speed to a second speed lower than the first speed.


