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
Engineering 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
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.
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.
2Productivity
If the system allows offline action execution, then user participation continues during disconnection, but game integrity verification becomes challenging
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.
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.
3Adaptability or versatility
If the client maintains full game state locally, then offline play is enabled, but storage requirements and synchronization complexity increase
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.
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.
Data Source
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.


