Multicast Service System for Online Gaming Scalability

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Solution Overview

Problem

Traditional online gaming systems face scalability issues with multicasting due to the limitations of game servers managing large numbers of end-users, leading to increased complexity and performance trade-offs, as they must handle both game logic and user connections, resulting in inefficient data distribution and increased operating costs.

Innovation Solution

A separate online gaming multicast service system with interconnected multicast managers and servers that receive messages and distribute them efficiently to end-users, decoupling multicast logic from game servers and optimizing each component for its specific function, allowing for scalable and cost-effective communication.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If game servers directly manage multicast distribution to end-users, then multicast functionality is integrated into the gaming system, but the scalability is limited due to the single game server's capacity constraints

Engineering Contradiction:
Improvemulticast scalabilityVSAvoidgame server responsibility
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces a dedicated multicast server as an intermediary component between game servers and end-users. The multicast server receives messages from game servers and handles the distribution to multiple end-users, allowing the gaming system to scale multicast operations without increasing game server complexity. This mediator absorbs the multicast management burden, enabling the gaming domain to remain focused on game logic while multicast functionality scales independently.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If game servers handle both game logic and multicast connection management, then all functionality is consolidated in one component, but performance is reduced due to the trade-off between IO throughput and rule processing

Engineering Contradiction:
Improvegame rule processing performanceVSAvoidgame server functionality
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent segments the system functionality by separating multicast management from game logic processing. Game servers focus exclusively on game rule processing and game state management, while a dedicated multicast server handles all multicast connection management and message distribution. This segmentation allows each component to be optimized for its specific function, with game servers achieving maximum rule processing performance and the multicast server achieving efficient IO throughput for handling large numbers of end-user connections.

Inventive Principle:
Principle #1Segmentation

3Quantity of substance

If all end-users are connected to a single game server for multicast, then the system structure is simple, but the number of end-users is limited by the server's capacity

Engineering Contradiction:
Improvenumber of end-usersVSAvoidsystem architecture
Core Design Contradiction:
Quantity of substanceVSDevice complexity

Solution Approach 1:

The multicast server acts as an intermediary that enables a single game server to reach a large number of end-users without requiring each end-user to maintain a direct connection to the game server. The game server sends multicast messages to the multicast server, which then distributes them to all connected end-users. This architecture allows the system to support an arbitrary number of end-users while maintaining a simple game server structure focused on game logic.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Reliability

If broadcast is used to send messages to all end-users, then distribution is simple, but security is compromised and unnecessary data traffic is generated

Engineering Contradiction:
Improvedata distribution efficiencyVSAvoidmulticast management
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The multicast server implements selective distribution by maintaining knowledge of which end-users are connected and routing messages only to the appropriate recipients. Instead of broadcasting to all end-users, the multicast server receives messages from game servers and intelligently distributes them only to the intended recipient list. This eliminates unnecessary data traffic and maintains security by ensuring that sensitive game data is only transmitted to authorized players, while the multicast server manages the complexity of tracking and routing to multiple end-users.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS8861521B2Multicasting in an online gaming system
Publication Date: 2014.10.14 ELECTRAWORKS
  • US8861521B2 patent drawing
  • US8861521B2 patent drawing
  • US8861521B2 patent drawing

AI summary

An online gaming multicast service system includes a set of interconnected multicast managers (MM1, MM2, MM3) for receiving messages from game servers (GS1, GS2) to end-users (A-H). Each message and an associated end-user recipient list ({B,E,F}, {A,G,H}) is received by one of the multicast managers. The multicast service system further includes a set of multicast servers (MS1, MS2, MS3), one multicast server being connected to each multicast manager, for distributing each message to all end-users in the associated end-user recipient list. Each multicast manager includes means for determining which recipients in an end-user recipient list associated with a message are connected to which multicast server and for dividing the end-user recipient list into corresponding end-user recipient sub-lists. Each multicast manager also includes means for forwarding the message and non-empty end-user recipient sub-lists to the respective multicast servers for further distribution of the message to the end-users in each non-empty end-user recipient sub-list.