Offline Asynchronous Play in Player Versus Player Online Games

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Solution Overview

Problem

Conventional systems fail to provide asynchronous offline play in player-versus-player online games, limiting user activity beyond discrete game play when disconnected from the server.

Innovation Solution

A client computing platform maintains a game state and logic repository, allowing users to continue interacting with a player-versus-player online game offline by executing actions based on stored game logic and verifying them upon reconnection to the server.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional systems implement rudimentary offline features, then single player discrete games can be played offline, but player versus player online games cannot provide asynchronous offline play

Engineering Contradiction:
Improveoffline play capabilityVSAvoidsystem architecture
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system separates offline and online functionality into distinct modules. The offline play module handles asynchronous actions locally when disconnected, while the verification module handles synchronization when reconnected. This segmentation allows offline capability without requiring complete system redesign.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary actions by storing game state and logic locally on the client platform before disconnection occurs. This allows the client to execute actions offline using pre-loaded game data, enabling asynchronous play without real-time server connection.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If the system allows offline action execution, then user participation continues during disconnection, but game integrity verification becomes challenging

Engineering Contradiction:
Improveuser activity continuityVSAvoidgame state verification
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The verification module implements feedback by comparing offline-executed actions against the current server game state when the client reconnects. This feedback mechanism detects any discrepancies between expected and actual game states, ensuring integrity while allowing offline productivity.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system applies preliminary anti-action by implementing verification checks that counteract potential integrity issues before they affect game fairness. The verification module preemptively validates offline actions to prevent cheating or state corruption.

Inventive Principle:
Principle #9Preliminary anti-action

3Adaptability or versatility

If the client maintains full game state locally, then offline play is enabled, but storage requirements and synchronization complexity increase

Engineering Contradiction:
Improveoffline capabilityVSAvoidsynchronization data
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The system extracts only the essential game state data and logic required for offline play, storing it locally on the client platform. Non-essential data remains on the server, reducing local storage requirements while maintaining offline functionality for core game mechanics.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system performs preliminary data preparation by pre-loading game state and logic before disconnection. This allows the client to have sufficient local data for offline play without maintaining complete real-time synchronization, reducing storage needs while enabling offline capability.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS9764233B1System and method for offline asynchronous user activity in a player versus player online game
Publication Date: 2017.09.19 KABAM INC
  • US9764233B1 patent drawing
  • US9764233B1 patent drawing
  • US9764233B1 patent drawing

AI summary

A system and method for providing offline asynchronous user activity in a player versus player online game is disclosed. A client computing platform associated with a first user may maintain a connection to the game server that hosts a game space at which an online game takes place. The client computing platform may include a game state repository that stores a game space for the game state and a game logic repository that stores game logic for the online game. When the client computing platform disconnects from the game server, an expression of the game space is maintained at the client computing platform. While disconnected, the client computing platform may receive instructions for one or more actions to be taken in the game space and may execute the actions in the online game. When a connection is established with the game server, the executed actions may be verified.