Recorded State Playback for Synchronized Multiplayer Event Objects

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Solution Overview

Problem

Implementing computer-controlled objects in multiplayer video games that mimic player-controlled objects is challenging due to network latency and packet loss, leading to varied player experiences.

Innovation Solution

A multiplayer game system that uses previously recorded state data to control objects, combined with dynamic triggering conditions, allowing for more interactive and synchronized gameplay across clients and servers.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If computer-controlled objects are implemented in multiplayer video games to simulate player behavior, then gameplay variety and replayability are improved, but network latency and packet loss cause inconsistent object behavior across different clients

Engineering Contradiction:
Improvegameplay varietyVSAvoidobject behavior consistency
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system pre-records state data from actual player gameplay sessions, capturing authentic player behavior patterns. This recorded data is then used to control computer-generated objects in subsequent gameplay sessions, allowing consistent replication of skilled player behavior without real-time network dependency.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates copies of actual player gameplay states and behaviors through recorded state data. These copies are deployed as computer-controlled objects that mimic human player actions, providing gameplay variety while maintaining behavioral consistency across different clients through deterministic playback of recorded sequences.

Inventive Principle:
Principle #26Copying

2Ease of operation

If real-time network communication is used to synchronize player actions, then interactive multiplayer experience is improved, but network latency and packet loss degrade synchronization accuracy

Engineering Contradiction:
Improveinteractive experienceVSAvoidsynchronization accuracy
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

Player actions and game states are recorded during actual gameplay sessions. These pre-recorded state sequences are then played back deterministically on all clients, eliminating the need for real-time network synchronization of player behaviors while maintaining exact replication of original gameplay sequences.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system transmits pre-packaged state updates at predetermined intervals rather than continuously streaming real-time player actions. This periodic transmission approach reduces network overhead and improves synchronization reliability by sending discrete, self-contained state snapshots that can be reliably delivered even in degraded network conditions.

Inventive Principle:
Principle #19Periodic action

3Reliability

If computer-controlled objects use pre-recorded state data for consistent behavior, then synchronization across clients is improved, but dynamic responsiveness to real-time player actions deteriorates

Engineering Contradiction:
ImprovesynchronizationVSAvoiddynamic responsiveness
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system combines deterministic playback of recorded state data with dynamic event triggering. Computer-controlled objects follow pre-recorded action sequences for consistent synchronization, but can dynamically respond to specific in-game events such as player collisions or position-based triggers, allowing adaptive behavior within the constrained framework of recorded data.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system uses an intermediary layer that bridges recorded state data and real-time gameplay. Event monitoring systems detect dynamic player actions and trigger appropriate responses from computer-controlled objects based on pre-recorded behavioral patterns, enabling indirect real-time interaction while maintaining synchronization through the recorded data framework.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS20260007964A1Systems and methods of dynamic gameplay interaction using recorded state data
Publication Date: 2026.01.08 NINTENDO CO LTD
  • US20260007964A1 patent drawing
  • US20260007964A1 patent drawing
  • US20260007964A1 patent drawing

AI summary

A multiplayer game system is provided that allows each client to simulate aspects of a multiplayer game. Updates are communicated between clients and a server. Previously recorded state data is used to control one or more event objects within the multiplayer game. In some examples, a dynamic action may be triggered for the event object when a triggering condition is satisfied.