Remote Game Streaming via Server Virtualization and Video Encoding

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Solution Overview

Problem

Many video games originally designed for single-machine experiences lack Internet-based multiplayer capabilities, limiting their ability to be played across multiple devices or locations.

Innovation Solution

A networked environment is created using computing devices and clients connected via a network, where a game server application executes game applications within virtualized environments, allowing remote access and enabling networked multiplayer capabilities by virtualizing resources and encoding video and audio signals into media streams for transmission.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If games are designed for single-machine experiences without network multiplayer capabilities, then the game development complexity is reduced and the game can be played on a single device, but the game cannot be accessed remotely or played across multiple devices

Engineering Contradiction:
Improveremote access capabilityVSAvoidnetwork infrastructure complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

A server acts as an intermediary between the game application and client devices. The server virtualizes the game execution environment and manages game state, while clients only need to stream video and send input commands. This intermediary architecture enables remote access to games without requiring complex network infrastructure at client devices.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent replaces the traditional mechanical system where games execute locally on game consoles or PCs with a virtualized system where games execute on remote servers and video streams to clients. This substitution eliminates the need for complex local hardware and enables games to run on any device with a display and internet connection.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Adaptability or versatility

If networked multiplayer capabilities are added to single-player games, then remote play and multiplayer functionality are enabled, but the device complexity and infrastructure requirements increase

Engineering Contradiction:
Improvemultiplayer functionalityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The server infrastructure provides multi-functionality by supporting both single-player and multiplayer modes through the same virtualized execution environment. The same game application can be accessed by multiple clients simultaneously, with the server managing game state synchronization and input aggregation, eliminating the need for separate multiplayer implementations.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Speed

If games are executed locally on each device, then the game performance is optimized for the specific hardware, but the hardware requirements for each client device are high

Engineering Contradiction:
Improvegame execution speedVSAvoidhardware resources
Core Design Contradiction:
SpeedVSQuantity of substance

Solution Approach 1:

The patent merges the computational resources of multiple client devices into a single server infrastructure. Instead of each client device requiring high-end hardware to execute games locally, the server consolidates the processing power needed to run game applications, while clients use minimal hardware for video decoding and input processing.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS8435121B1Providing remote access to games designed for a single-machine experience
Publication Date: 2013.05.07 AMAZON TECH INC
  • US8435121B1 patent drawing
  • US8435121B1 patent drawing
  • US8435121B1 patent drawing

AI summary

Disclosed are various embodiments for providing remote access to games that were designed for a single-machine experience. A game that has a single world state is executed in a virtualized environment in one or more computing devices. One or more input events are provided to the game based at least in part on input data from multiple clients that are controlling the game. A video signal generated by the game is encoded into a media stream, and at least a portion of the media stream is sent to each of the clients.