Proxy Server Mediator for Global Game Service Latency
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Solution Overview
Problem
Current game service systems experience network delays and limitations in providing global multi-player games due to direct user connections to individual servers, which restricts game service quality and complexity in matching users across different regions.
Innovation Solution
Implementing a game service system that connects users to a proxy server for each region, with the proxy server linked to a game server through an exclusive line, allowing the integrated lobby server to relay communication and provide multi-player games without direct connections to individual servers, thereby minimizing network delays and ensuring communication stability.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If users connect directly to individual servers (lobby server, room server), then the system architecture is simple, but network delay in the last-mile section increases and game service quality deteriorates
Solution Approach 1:
The patent introduces a proxy server as an intermediary between users and game servers. Users connect to the proxy server instead of directly connecting to individual game servers. The proxy server then establishes connections to the actual game servers, thereby reducing the last-mile network delay while maintaining a relatively simple overall architecture.
2Reliability
If users connect to individual servers for global multi-player games, then server infrastructure is distributed, but users experience increased network delay and cannot play together seamlessly
Solution Approach 1:
The proxy server acts as a mediator that consolidates connections from multiple regions. Users from different regions connect to the proxy server, which then establishes unified connections to the game servers. This reduces the network path length and minimizes delay while maintaining communication stability across regions.
Solution Approach 2:
The patent merges multiple regional server connections through the proxy server. Instead of users from different regions connecting to separate individual servers, the proxy server consolidates these connections and establishes unified connections to the game servers, thereby enabling seamless multi-player gaming across regions with reduced network delay.
3Device complexity
If a single game server is used for global service, then device complexity is reduced, but last-mile section extension increases network delay
Solution Approach 1:
The proxy server serves as an intermediary that is deployed in multiple regions. Users connect to the nearest proxy server, which then connects to the single game server. This approach reduces the last-mile section delay by placing the proxy server close to users while maintaining a simple single-game-server architecture.
4Ease of operation
If users connect to servers in different regions, then local service quality is improved, but inter-user matching across regions becomes complex and delayed
Solution Approach 1:
The proxy server acts as an intermediary that handles user connections and matching operations. Users connect to the proxy server, which then manages the matching process with other users from different regions. This simplifies the user matching process while maintaining local service quality through regional proxy server deployment.
Data Source
AI summary
Provided are a game service system and a game service method for a global game service. A game service system for providing a multi-player game service for users connected to a game server and users connected to at least one proxy server includes: a game server constructed at a single base in a first local area, the game server configured to provide game progress data to users connected to a proxy server associated with the game server; and at least one proxy server constructed at a base in a second local area different from the first local area in which the single base is located, and configured to connect to the game server through an exclusive line. The game server is configured to provide the game service to users connected to the at least one proxy server through the at least one proxy server and the exclusive line.


