Preloaded Game Instances for Instant Access
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Solution Overview
Problem
Current online gaming systems require players to wait for games to load into active memory before starting play, which can lead to delays and inefficient use of server resources, as games are loaded and unloaded based on player demand.
Innovation Solution
Implementing a system where game instances are kept running in active memory, ready for immediate access, without being attached to a player profile or I/O channel, allowing players to instantly switch between games by loading their profile and mapping an I/O channel only when a game is selected, and optimizing server resources by analyzing historical usage data to adjust the number of preloaded instances based on demand.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If games are loaded into active memory only when requested, then server memory resources are conserved, but players experience loading delays before gameplay
Solution Approach 1:
The system pre-loads game instances into active memory before players request them. Game instances are instantiated and kept ready in memory, so when a player requests a game, it is already loaded and can be accessed immediately without loading delays
Solution Approach 2:
The system dynamically adjusts the number of pre-loaded game instances based on demand patterns. By monitoring player requests and game popularity, the system optimizes memory allocation by loading more instances of popular games and fewer instances of less popular games, balancing fast access with memory conservation
2Productivity
If multiple game instances are kept running in active memory, then instant game switching is enabled, but server memory consumption increases
Solution Approach 1:
The system dynamically controls the number of running game instances based on monitored demand. When demand for a game increases, more instances are loaded into active memory. When demand decreases, instances are unloaded to free memory resources, optimizing the balance between instant switching capability and memory consumption
3Loss of time
If game instances are pre-loaded without player profiles, then instant access is achieved, but player-specific customization is delayed
Solution Approach 1:
The system separates game instance loading from player profile integration. Game instances are pre-loaded into active memory in a generic state without player-specific data. When a player requests a game, their profile is then integrated with the existing instance, allowing instant access while maintaining customization capabilities
Solution Approach 2:
Game instances are prepared and loaded into memory in advance, in a player-agnostic state. This preliminary loading enables instant access, and player-specific customization is applied subsequently when the player connects to the pre-loaded instance
Data Source
AI summary
Embodiments of the present invention allow players to instantly access and begin playing games through an online service. To make the games instantly available, an online service keeps instances of games running in active memory waiting for a player to be added. The game instances running in active memory are not attached to a player profile or an I/O channel from a game client. Once the player requests a game, the player's player profile is loaded into the running game instance and an I/O channel is mapped from the game client to the game instance. From the player's perspective, the preloaded game instances allow the player to browse directly from game to game with very little delay. To optimize the usage of server-side resources, historical usage data may be analyzed to anticipate demand for different games.


