Massively Multiplayer Game Logic for Cellular Data Minimization

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Solution Overview

Problem

Current multiplayer games over cellular networks face high cost-per-packet data transmission, necessitating the development of games that engage players with minimal data exchange across multiple platforms and channels.

Innovation Solution

A method and system for a massively multiplayer game where players select items from a set, with the majority-selected item determining winners based on a rule-set, allowing for efficient data transmission and engagement across various platforms, including cellular devices, using a server that designates winners and transmits results in minimal packet size.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If multiplayer games transmit detailed game data over cellular networks, then player engagement and game quality improve, but data transmission costs increase significantly

Engineering Contradiction:
Improveplayer engagementVSAvoiddata transmission cost
Core Design Contradiction:
Ease of operationVSLoss of energy

Solution Approach 1:

The patent extracts only the essential game state information (item selections and results) from the full game data, transmitting minimal packets between devices and server. This selective extraction maintains core gameplay engagement while dramatically reducing data transmission costs over cellular networks.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

Instead of the server sending detailed game state updates to each player, the system inverts the communication pattern by having players send their item selections to the server, which then returns only the game result. This reversal minimizes data flow while preserving multiplayer interaction quality.

Inventive Principle:
Principle #13The other way round (Inversion)

2Adaptability or versatility

If the game is designed to work across multiple platforms and protocols, then versatility and player base expand, but system complexity increases

Engineering Contradiction:
Improveplatform compatibilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a universal item selection framework where the core game logic (selecting items from a set and determining winners based on rule-sets) remains platform-agnostic. The server handles protocol adaptation, allowing the same game logic to function across SMS, WAP, MMS, Flash, Java, Brew, Interactive TV, and Web platforms without increasing client-side complexity.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Loss of energy

If the game uses simple item selection from a set, then data transmission is minimized, but game complexity and engagement may be reduced

Engineering Contradiction:
Improvedata transmission volumeVSAvoidgame complexity
Core Design Contradiction:
Loss of energyVSDevice complexity

Solution Approach 1:

The patent adds the dimension of strategic item ordering and rule-set relationships to the simple item selection. Players don't just choose items independently; they must consider how their selection interacts with the ordered set and rule-sets, creating Rock-Paper-Scissors-style dynamics. This dimensional addition deepens game complexity without increasing data transmission beyond the basic item selection.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS8025570B2Massively multiplayer game method and system
Publication Date: 2011.09.27 LABRIE JON EDGAR
  • US8025570B2 patent drawing
  • US8025570B2 patent drawing
  • US8025570B2 patent drawing

AI summary

The invention describes a method of implementing a massively multiplayer game. The method has the following steps: firstly, three or more players select an item from an ordered set of three or more items. Secondly, an item from the set is designated based on the number of players who selected that item. Lastly, whether each player's selected item wins over the designated item is determined based on a rule-set (examples of rule-sets are given in FIGS. 3 and 4). The method may be implemented using a client/server architecture such as that shown in FIG. 5. Alternatively, the server may be decentralized across all the devices such as shown in FIG. 6. The client devices may be wireless devices. A system and software for implementing the method are also disclosed.