Persistent Multiplayer Game Sessions via Direct Connection
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Solution Overview
Problem
Conventional client-server models for multiplayer gaming require constant network connectivity and make it difficult to resume adjourned game sessions, limiting gameplay flexibility and accessibility.
Innovation Solution
Implementing a system where terminals can establish direct connections for multiplayer gameplay and store game session states as game objects on a content management server, allowing for persistent sessions and resumed gameplay without relying on a central game server.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If a client-server model is used for multiplayer gaming, then centralized game state management is achieved, but network connectivity requirements increase and session resumption becomes difficult
Solution Approach 1:
The patent segments the game state management functionality by storing game state data as separate game objects on a content management server rather than maintaining centralized state on a game server. This allows terminals to retrieve and load game states independently, enabling session resumption without requiring continuous connection to a game server.
Solution Approach 2:
The patent introduces a content management server as an intermediary between terminals and game state data. This mediator stores game objects that represent game states, allowing terminals to access and resume game sessions without direct connection to a game server, thus decoupling the requirements for game state management from active network connectivity.
2Reliability
If game state information is stored on the game server, then centralized control is maintained, but session resumption becomes difficult when disconnected
Solution Approach 1:
The patent implements preliminary action by storing complete game state information as game objects on the content management server before disconnection occurs. When a terminal disconnects, the game state is already preserved and can be immediately retrieved and loaded without requiring server-side session maintenance or complex resumption logic.
Solution Approach 2:
The patent creates copies of game state data in the form of game objects stored on the content management server. These copies allow terminals to independently retrieve and restore game states without requiring the original game server instance to be active, enabling seamless session resumption across different terminals and network conditions.
3Adaptability or versatility
If direct connection multiplayer is implemented, then network flexibility improves, but game state consistency becomes more challenging
Solution Approach 1:
The patent implements feedback mechanisms where terminals periodically upload their local game state to the content management server and download updates from other terminals. This continuous feedback loop ensures all terminals converge to the same game state, maintaining consistency across the distributed multiplayer session even when direct connections are used.
Solution Approach 2:
The patent uses game objects as standardized copies of game state data that can be exchanged between terminals and the content management server. This standardized copying mechanism ensures that all terminals work from the same game state representation, maintaining consistency across the distributed system while allowing flexible network connections.
Data Source
AI summary
Embodiments of the present disclosure provide techniques for initiating direct-connection multiplayer game sessions and for resuming a previously-adjourned multiplayer game session using a stored game object representing a state of the game session. In one exemplary method, a multiplayer gaming application may be executed on a first terminal, which may be associated with a first user. The first terminal may access a game object stored on a content management server that contains data representing a state of a previously adjourned session of the multiplayer gaming application. Further, the first terminal may determine, from the game object, a second terminal associated with a second user. The first terminal may host a session between the first terminal and the second terminal. Finally, an updated game object reflecting an updated state of the session may be stored on the content management system.


