Server-Side Gaming Framework for Remote Content Delivery

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Solution Overview

Problem

In video games, predicting and measuring the visibility of in-game advertisements is complex due to varying player interactions, making it difficult to apply traditional advertising revenue models based on impressions.

Innovation Solution

A server-side gaming method that monitors connection characteristics between user devices and remote servers, transmitting event data when thresholds are not met to ensure data is preserved and accurately recorded, using a framework with a provisioning server, remote server, and API for managing and verifying the delivery of remotely-rendered content, including impression content.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If tracking and monitoring of advertisement visibility is implemented in real-time during gameplay, then advertising revenue model accuracy is improved, but computational complexity and resource consumption increase

Engineering Contradiction:
Improveadvertisement visibility measurementVSAvoidtracking system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system divides the tracking task into segments: the game client collects local visibility data and transmits it to a server, which then processes and aggregates the data. This segmentation reduces the computational burden on individual devices while maintaining measurement accuracy.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

A server acts as an intermediary between multiple game clients and the advertising revenue system. The server receives visibility data from clients, performs centralized processing, and manages the advertising revenue calculations, thereby reducing complexity at the client level.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If comprehensive monitoring of connection characteristics and data transmission is performed, then data delivery reliability is improved, but network bandwidth consumption increases

Engineering Contradiction:
Improvedata delivery reliabilityVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

Instead of continuous monitoring, the system performs periodic checks of connection characteristics at defined intervals or at specific game events. This periodic approach maintains reliability while reducing the overall network bandwidth consumption compared to continuous monitoring.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system performs preliminary assessments of connection quality before initiating data transmission. By checking connection characteristics in advance, the system can optimize transmission parameters or delay non-critical data, reducing unnecessary bandwidth consumption while ensuring reliable delivery of important information.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11819759B2Server-side gaming method and system for the delivery of remotely-rendered content comprising impression content
Publication Date: 2023.11.21 BIDSTACK GRP PLC
  • US11819759B2 patent drawing
  • US11819759B2 patent drawing
  • US11819759B2 patent drawing

AI summary

A server-side gaming method performed by a framework for the delivery of remotely-rendered content to a user device, where the framework comprises a provisioning server for generating and managing impression content; a remote server for generating a plurality of frames of remotely-rendered content, wherein the plurality of frames of remotely-rendered content comprises gaming content and the impression content; and an API, for sending and receiving data between the user device and the remote server. The method comprises monitoring connection characteristics between the user device and the remote server, representing at least a quality of the transmission of data from the remote server to the user device, and determining whether the connection characteristics meet a threshold. When it is determined that the connection characteristics do not meet the threshold, an indication comprising at least event data associated with the remotely-rendered content is transmitted from the remote server to the provisioning server.