Remote Input Aggregation for Real-Time Game Interaction
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Solution Overview
Problem
Existing live streaming technologies for video games do not effectively facilitate interaction between remote audience users and the player, limiting their ability to influence the game in real-time.
Innovation Solution
A Remote Input Aggregation (RIA) system that allows multiple remote audience users to provide proposed game inputs, which are aggregated and executed as a single action on the gaming device, enhancing interaction and engagement through a structured communication framework.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If multiple remote audience users provide individual game inputs, then interaction engagement increases, but system complexity and data processing load increase
Solution Approach 1:
The patent combines multiple individual game inputs from remote audience users into a single aggregated game action. The server receives numerous separate input signals and merges them into one consolidated action that is then transmitted to the gaming device, reducing the complexity of handling multiple individual inputs while preserving collective user engagement.
Solution Approach 2:
The server acts as an intermediary between remote audience users and the gaming device. It receives multiple inputs from users, processes and aggregates them, then transmits the consolidated action to the game system. This intermediary role simplifies the overall system architecture by centralizing the processing of multiple inputs.
2Adaptability or versatility
If real-time aggregation of multiple game inputs is performed, then collective influence on game is achieved, but processing time and computational resources increase
Solution Approach 1:
The system performs preliminary aggregation of game inputs on the server side before transmitting to the gaming device. By pre-processing and consolidating multiple inputs into a single action in advance, the system reduces the time required for real-time processing during actual gameplay execution.
Solution Approach 2:
The server aggregates only the essential elements of multiple inputs that are necessary for game execution, rather than processing every detail of each individual input. This partial processing approach achieves collective influence while minimizing processing time and computational overhead.
3Adaptability or versatility
If structured communication framework is implemented among multiple entities, then interaction capability is improved, but network complexity and communication overhead increase
Solution Approach 1:
The communication framework is segmented into distinct functional components: user input collection at client devices, aggregation and processing at the server, and action transmission to the gaming device. This segmentation allows each component to handle specific communication tasks independently, improving interaction capability while managing network complexity through modular architecture.
Data Source
AI summary
Techniques and systems are provided for generating and displaying aggregated gaming actions based on proposed game inputs provided via each of multiple remote client devices, related to real-time display of gaining content that is based at least in part on interactions of a first user with a remote gaming device. An indication of one or more proposed game inputs is received from multiple respective remote audience users associated with the multiple remote client devices during the real-time display in response to an indicated solicitation. An aggregated game action is generated based at least in part on the multiple proposed game inputs, and an indication of the aggregated game action is provided to the remote gaming device.


