Predictive Game Server for Multiplayer Latency

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Solution Overview

Problem

Multi-player virtual reality games experience time delays in updating avatar and object positions across player devices, leading to display anomalies and unnatural transitions due to latency issues.

Innovation Solution

A network-connected game server uses predictive display data based on player behavioral profiles and AI analysis to anticipate and smooth out movement updates across all player devices, with fallback to conventional techniques when necessary.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If real-time display updates are sent to all player devices, then all players see the current state of the game, but time delays cause display anomalies and unnatural transitions

Engineering Contradiction:
Improvedisplay consistencyVSAvoidupdate latency
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs preliminary actions by predicting future positions of avatars and objects before the actual movement occurs. The server calculates predicted positions based on current velocity and direction, then sends these predicted positions to client devices in advance. This allows clients to display avatars at their anticipated locations, eliminating the visual lag and unnatural transitions that occur with traditional real-time updates.

Inventive Principle:
Principle #10Preliminary action

2Device complexity

If conventional techniques are used to update avatar positions, then the system remains simple, but display anomalies occur due to time delays

Engineering Contradiction:
Improvesystem simplicityVSAvoiddisplay accuracy
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent introduces an intermediary prediction mechanism between the server and client devices. Instead of directly transmitting actual avatar positions, the server acts as an intermediary that calculates and sends predicted positions. This intermediary layer resolves the conflict between system simplicity and display accuracy by adding intelligence at the server level rather than complicating client-side rendering or communication protocols.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Stability of the object's composition

If smooth transition adjustments are made to reposition avatars, then display continuity is maintained, but the display effect becomes unnatural

Engineering Contradiction:
Improvedisplay continuityVSAvoiddisplay naturalness
Core Design Contradiction:
Stability of the object's compositionVSReliability

Solution Approach 1:

By performing preliminary calculations of avatar positions based on movement vectors and timing, the system eliminates the need for smooth transition adjustments entirely. Avatars are displayed at their correct predicted positions from the outset, maintaining both continuity and naturalness simultaneously. The predicted position is calculated using the formula: predicted_position = current_position + (velocity × predicted_time), ensuring accurate placement without artificial interpolation.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10512838B2Uniform game display across multiple devices
Publication Date: 2019.12.24 ROBLOX CORP
  • US10512838B2 patent drawing
  • US10512838B2 patent drawing
  • US10512838B2 patent drawing

AI summary

A gaming system has a game server executing software managing a game based on a virtual environment, the game server interacting with a plurality of gaming platforms used by players, receiving update commands from players, updating the virtual environment and serving updated display data to the platforms, and a plurality of game-play behavioral profiles stored in a data repository accessible to the game server, the behavioral profiles specific to individual ones of the players and gaming platforms used by the players, and storing predictive responses associated with circumstances of update commands received. Upon receiving an update command from a player concerning an object controlled by that player, the game server, through the software, poses a query conditioned by the circumstances to the behavioral profile of the player, and if a predictive response is returned, conditions updated predictive display data sent to all players according to the predictive response.