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

VSEngineering 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

Engineering Contradiction:
Improvegame load timeVSAvoidactive memory usage
Core Design Contradiction:
Loss of timeVSQuantity of substance

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

Inventive Principle:
Principle #10Preliminary action

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

Inventive Principle:
Principle #35Parameter changes

2Productivity

If multiple game instances are kept running in active memory, then instant game switching is enabled, but server memory consumption increases

Engineering Contradiction:
Improvegame switching speedVSAvoidmemory resources
Core Design Contradiction:
ProductivityVSQuantity of substance

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

Inventive Principle:
Principle #35Parameter changes

3Loss of time

If game instances are pre-loaded without player profiles, then instant access is achieved, but player-specific customization is delayed

Engineering Contradiction:
Improveaccess timeVSAvoidprofile integration
Core Design Contradiction:
Loss of timeVSEase of operation

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

Inventive Principle:
Principle #1Segmentation

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

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10029181B2Game browsing
Publication Date: 2018.07.24 MICROSOFT TECHNOLOGY LICENSING LLC
  • US10029181B2 patent drawing
  • US10029181B2 patent drawing
  • US10029181B2 patent drawing

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.