Partitioned AI for Networked Games
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Solution Overview
Problem
Current gaming servers lack sufficient computing power to support sophisticated artificial intelligence for networked games, leading to unchallenging AI behavior in bots, due to limitations in computational resources and latency issues when offloading computations to clients.
Innovation Solution
Implementing a partitioned artificial intelligence system that splits AI into a lightweight server-side component and a computationally intensive client-side component, using a Taylor-series approximation to calculate influence fields, allowing for enhanced game realism without radical architectural changes and addressing latency and client failure concerns.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If AI computations are performed centrally on the gaming server, then game state management is centralized and consistent, but the server lacks sufficient computing power to support sophisticated AI for multiple bots
Solution Approach 1:
The patent divides AI computation into two segments: a lightweight server-side component that maintains game state consistency and a client-side component that performs computationally intensive AI calculations. This segmentation allows sophisticated AI to run on clients while the server maintains authoritative game state through periodic synchronization.
Solution Approach 2:
The patent introduces a new architectural dimension by moving AI computation from the traditional single-server model to a distributed client-server model. Clients become active participants in AI computation, transforming the centralized computation model into a distributed one that leverages aggregate client computing power.
2Productivity
If AI computations are offloaded to clients, then computational power is increased, but communication latency between clients and server increases
Solution Approach 1:
The patent implements preliminary action by having clients perform AI computations in advance and send results to the server before they are needed for game state updates. This allows the server to receive pre-computed AI results, reducing the effective latency impact on game proceedings.
Solution Approach 2:
The system dynamically adjusts the balance between client-side computation and server-side validation based on network conditions and game state requirements. During periods of high latency, the system relies more on client-side autonomy, while during low-latency periods, synchronization occurs more frequently.
3Productivity
If AI computations are offloaded to clients, then computational power is increased, but client machines may fail or be compromised
Solution Approach 1:
The patent introduces a lightweight server-side AI component as an intermediary that validates and supervises client-side AI computations. This intermediary ensures that even if clients fail or are compromised, the server can detect inconsistencies and maintain game integrity through periodic verification and authoritative game state management.
4Productivity
If more server resources are added to support sophisticated AI, then AI intelligence is improved, but operational costs become prohibitive
Solution Approach 1:
The patent implements self-service by enabling client machines to perform AI computations for themselves and other players in the game. Instead of requiring the server to provide all computational resources, clients serve their own AI computation needs using their local hardware, dramatically reducing server resource requirements and operational costs.
Data Source
AI summary
Partitioned artificial intelligence (AI) for networked gaming. An exemplary system splits the AI into a computationally lightweight server-side component and a computationally intensive client-side component to harness the aggregate computational power of numerous gaming clients. Aggregating resources of many, even thousands of client machines enhances game realism in a manner that would be prohibitively expensive on the central server. The system is tolerant of latency between server and clients. Deterministic and stateless client-side components enable rapid handoff, preemptive migration, and replication of the client-side AI to address problems of client failure and game exploitation. The partitioned AI can support tactical gaming navigation, a challenging task to offload because of sensitivity to latency. The tactical navigation AI calculates influence fields partitioned into server-side and client-side components by means of a Taylor-series approximation.


