Networked Simulation Client-Server Interaction Handling

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Solution Overview

Problem

Networked multiplayer videogames face significant latency issues due to communication lag between client and server, which affects the fidelity and accuracy of user interactions, especially in virtual reality games where precise spatial and temporal accuracy is crucial, leading to unsatisfactory experiences.

Innovation Solution

Shifting the responsibility for simulating interactions between a user's avatar and interactive objects to the client device, allowing local calculation without initial communication lag, and then updating the server's simulation with client-provided data to maintain synchronization.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the server simulates all interactions in a centralized manner, then network synchronization is maintained, but interaction lag increases due to communication delays between client and server

Engineering Contradiction:
Improvenetwork synchronizationVSAvoidinteraction lag
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent divides the simulation responsibility by spatial location: the server simulates interactions occurring at the server's location (central game state), while the client simulates interactions occurring at the client's location (local interactions). This allows the client to perform local simulations immediately without waiting for server round trips, eliminating interaction lag for local events while the server maintains overall synchronization.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent segments the simulation workload between server and client based on interaction location. The server handles centralized simulation for server-side interactions, while the client handles local simulation for client-side interactions. This segmentation allows parallel processing of simulations, reducing overall latency while maintaining synchronization through periodic state exchanges.

Inventive Principle:
Principle #1Segmentation

2Loss of time

If multiple servers are provided to reduce ping time, then interaction lag decreases, but system complexity and cost increase

Engineering Contradiction:
Improveping timeVSAvoidserver infrastructure
Core Design Contradiction:
Loss of timeVSDevice complexity

Solution Approach 1:

The patent enables the client to serve its own simulation needs by performing local simulations independently. The client acts as its own simulation server for local interactions, eliminating the need to query external servers for every interaction event. This self-service approach reduces dependency on server infrastructure and minimizes ping time without requiring multiple physical servers.

Inventive Principle:
Principle #25Self-service

3Measurement precision

If server simulation is used to maintain game state accuracy, then interaction fidelity is ensured, but temporal accuracy deteriorates due to network latency

Engineering Contradiction:
Improvespatial and temporal accuracyVSAvoidnetwork latency
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent applies different simulation qualities to different locations: server simulation for server-side interactions and client simulation for client-side interactions. This ensures that local interactions achieve high temporal accuracy immediately, while server simulation maintains overall game state accuracy. The hybrid approach optimizes both fidelity and responsiveness.

Inventive Principle:
Principle #3Local quality

Data Source

PatentEP3363510B1Networked simulation method and apparatus
Publication Date: 2023.10.11 SONY INTERACTIVE ENTERTAINMENT LLC
  • EP3363510B1 patent drawingFigure 1
  • EP3363510B1 patent drawingFigure 2
  • EP3363510B1 patent drawingFigure 3

AI summary

A method of networked simulation during a multiplayer game for a server comprises the steps of simulating at the server at least a first interactive object of a virtual environment, detecting whether a user of a first client may interact with the first interactive object within the virtual environment, and if so, setting the server to a co-operative simulation mode in which the server is arranged to receive data corresponding to an outcome of a simulation by the first client of an interaction between the first interactive object and an avatar of the user; receiving data from the first client corresponding to the outcome of the simulation by the first client of the interaction between the first interactive object and the avatar of the user, and updating the server simulation of the first interactive object responsive to the received data.