Proactive Server Error Subsystem for Interactive Objects
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Solution Overview
Problem
In massively multiplayer online games, player interactions with objects are often hindered by improper placement relative to geometric structures, leading to unhelpful error messages and frustration, as the game engine incorrectly identifies obstacles, preventing intended interactions.
Innovation Solution
A software error subsystem that logs and optionally corrects defects in interactive objects, determining if obstacles are valid or nuisance obstructions, providing specific error messages and allowing interactions by moving objects to non-defective positions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the game engine strictly enforces geometric obstruction detection, then collision accuracy is improved, but player interaction capability deteriorates
Solution Approach 1:
The patent segments obstruction detection into two distinct categories: valid obstructions (walls, buildings, terrain) and nuisance obstructions (decorative objects, plants, non-blocking geometry). This segmentation allows the system to apply different interaction rules to different types of objects, resolving the contradiction by maintaining accurate detection for valid obstructions while permitting interactions with nuisance obstructions that falsely trigger collision detection.
Solution Approach 2:
The patent applies local quality by assigning different obstruction properties to different geometric structures based on their intended function. Decorative objects and plants are marked as non-blocking despite their geometric presence, while walls and terrain maintain their blocking properties. This localized differentiation enables precise collision detection where needed while allowing player interaction where appropriate.
2Loss of information
If the game engine generates detailed error messages for interaction failures, then diagnostic capability is improved, but player experience deteriorates due to frustration
Solution Approach 1:
The patent implements feedback by providing players with informative messages about interaction failures that explain the specific reason (e.g., 'Object is obstructed by a wall') rather than generic error messages. This feedback loop maintains diagnostic capability for developers while presenting user-friendly information to players, resolving the contradiction between detailed error information and player experience.
Solution Approach 2:
The patent introduces an intermediary layer between the collision detection system and the player interface. This intermediary processes raw collision data, distinguishes between valid and nuisance obstructions, and translates technical collision information into player-appropriate messages. Some messages inform players of the issue without causing frustration, while others are logged for developer review, mediating between detailed diagnostics and user experience.
3Reliability
If developers manually review and correct all object placement errors, then interaction reliability is improved, but development time deteriorates
Solution Approach 1:
The patent applies preliminary action by implementing automated detection and classification of object placement errors during the game development process. The system proactively identifies objects with potential interaction issues (such as objects placed too close to walls or within terrain) and flags them for review, allowing developers to correct problems before they affect players. This preliminary error detection significantly reduces the time required for manual review while maintaining high interaction reliability.
Solution Approach 2:
The patent implements self-service by enabling the game engine to automatically identify and categorize placement errors without requiring constant developer intervention. The system autonomously analyzes object positions, detects potential conflicts, and prioritizes issues based on their impact on player interaction. This self-organizing error detection system reduces development time while maintaining reliable interactions through automated quality control.
Data Source
AI summary
A software error subsystem is provided that can log, report, and may optionally correct defective interactive objects in a virtual game environment. The subsystem may form part of a larger and more general logging and error catching system. By automatically correcting certain defects, recourse to redevelopment efforts can be postponed or eliminated. Even if error correction is not automatically performed, a more specific and helpful error message may be generated and displayed to the player, increasing player satisfaction.


