Multiplayer Racing Gameplay With Client-Side Energy Object Generation
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Solution Overview
Problem
Multiplayer video games face challenges due to network latency and packet loss, leading to varied player experiences, especially in online multiplayer games with complex features.
Innovation Solution
A multiplayer game system allows clients to simulate game aspects independently, generating energy objects from collisions, assign rivals, and track player skills without server synchronization, enabling benefits like special abilities and track transfers.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If clients simulate game aspects independently without server synchronization, then player engagement and dynamic game elements are enhanced, but game consistency and fairness deteriorate due to variations in energy object generation across clients
Solution Approach 1:
The patent segments the game simulation into two parts: core game logic (handled by server to ensure consistency) and localized dynamic elements (handled by clients to enhance engagement). Energy objects are generated independently by each client based on local collision detection, allowing personalized game experiences while maintaining server authority over critical game state.
Solution Approach 2:
Each client generates energy objects with local characteristics based on its specific collision events and player actions. This allows each player to experience unique game elements tailored to their local gameplay, enhancing engagement while the server maintains overall game integrity through selective synchronization.
2Productivity
If energy objects are generated based on collision detection, then player motivation and game dynamics are improved, but network traffic and server load increase due to collision data synchronization
Solution Approach 1:
The patent extracts collision detection and energy object generation from the server-side processing and relocates it to client-side execution. This eliminates the need to synchronize collision data across the network, reducing network traffic while maintaining rich game dynamics locally at each client.
Solution Approach 2:
Each client independently generates energy objects based on its own collision detection, eliminating the need for server verification or synchronization of these events. This self-service approach reduces network communication overhead while preserving game dynamics.
3Adaptability or versatility
If Rivals are assigned and tracked locally without server synchronization, then personalized player interactions are enhanced, but measurement precision of player skill ratings deteriorates
Solution Approach 1:
The server performs preliminary actions by establishing the authoritative player pool and initial skill ratings before clients begin local Rival tracking. Clients then use these pre-established references to perform localized comparisons, maintaining measurement precision through server-provided baseline data while enabling personalized interactions locally.
Data Source
AI summary
A computer system is provided that enables players to play an online multiplayer game. When collisions are detected in the game, energy objects are created. These objects may be acquired by players during the game to increase a special ability meter. Activation of the special ability meter allows players to be provided with one or more benefits during the multiplayer video game. In some examples, the benefit may include moving a player object to a second track within the multiplayer racing game.


