Multi-Player Game System Architecture
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Solution Overview
Problem
Existing multi-player game systems for games of chance face challenges in extending single-player game mechanics into a competitive multi-player context without compromising security or game mechanics, especially when wagering is involved.
Innovation Solution
A multi-player game system architecture that separates the game engine from the multi-player engine, allowing for efficient data transmission and secure processing of game data, using distinct connections for game results and multi-player data, and employing tokens for verification and data compression to maintain security and efficiency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If a single secure server encapsulates all game functions for security reasons, then security is improved, but the ability to extend game mechanics into a multi-player context deteriorates
Solution Approach 1:
The system divides the game server functionality into separate components: a game server that handles core game logic and security-critical operations, and a separate multi-player server that handles peer-to-peer communication and multiplayer game state management. This segmentation allows the secure game mechanics to remain protected while enabling flexible multiplayer extensions through the separate server handling communication protocols and player interactions.
2Device complexity
If all game data is transmitted through a single connection between client and game engine, then connection management is simplified, but data transmission efficiency deteriorates
Solution Approach 1:
The connection architecture is segmented into multiple independent connections: a persistent connection for game engine communication and state synchronization, and separate peer-to-peer connections for multiplayer player interactions. This allows critical game data to be transmitted efficiently through dedicated channels while maintaining simplified management through the structured connection framework.
Solution Approach 2:
The game server acts as an intermediary that manages connections between clients and the game engine, while also facilitating peer-to-peer communication between multiplayer players. This intermediary role enables efficient data transmission by routing information through appropriate channels without requiring each client to maintain direct connections to all other players or the game engine.
3Adaptability or versatility
If game mechanics are extended into a multi-player context, then player engagement is improved, but the potential for abuse and security breaches increases
Solution Approach 1:
By separating the secure game server from the multiplayer server, the system isolates security-critical game mechanics from the more vulnerable peer-to-peer communication layer. The game server maintains authority over rule enforcement and outcome validation, while the multiplayer server handles less critical social and competitive interactions, reducing the attack surface for potential abuses.
Solution Approach 2:
The system implements validation feedback mechanisms where the game server verifies multiplayer game states and outcomes before finalizing results. This feedback loop ensures that even if the multiplayer layer is compromised, the core game mechanics remain protected by the authoritative validation performed by the secure game server.
Data Source
AI summary
There is disclosed a multi-player game system for allowing a user to play a repeatable game of chance in a competitive context against at least one competitor, the game system comprising: a client device (410) operable by the user, providing a user interface module which is configured to display the state of a game of chance played by the user and to receive user input requesting a new result of the game of chance; a game engine (430, 432, 434), configured to provide a new result of the game of chance to the client device on receipt of a request from the client device (410) to provide the new result, where the system further comprises a multi-player engine (440), configured to: process multi-player game data representing a multi-player game that links a plurality of games of chance being played by a respective plurality of players on a respective plurality of client devices, said plurality of players consisting of said user and at least one competitor, and transmit to the client device (410) state data relating to the state of the plurality of games of chance, to allow the client device (410) additionally to display the state of said at least one competitor's games.


