Streaming Gameplay Adaptation for Network Latency and Fair Input

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Solution Overview

Problem

Online gaming experiences for streaming players are compromised by network latency, leading to increased difficulty or disrupted gameplay due to narrower response windows and input delays, resulting in unfair advantages for non-streaming players and reduced immersion.

Innovation Solution

The streaming system adjusts gameplay difficulty by recommending alternative content or slowing down gameplay based on network connection quality, and implements device-independent input processing to equalize response times across different setups.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If streaming players use remote streaming systems to play online games, then players can access games from remote locations, but network latency causes input delays and narrower response windows making gameplay more difficult

Engineering Contradiction:
Improveremote gaming accessVSAvoidinput delay
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system proactively determines network connection quality before gameplay begins and predicts potential latency issues. By performing this assessment in advance, the system can prepare appropriate difficulty adjustments or alternative content recommendations before the player experiences any delay, preventing the harmful effect rather than reacting to it after occurrence.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically adjusts gameplay parameters such as difficulty level, response window duration, and event timing based on measured network latency. When latency is detected, the system modifies these parameters to compensate for the delay, ensuring that players with slower connections face equivalent challenges as players with fast connections, thereby equalizing the gaming experience across different network conditions.

Inventive Principle:
Principle #35Parameter changes

2Loss of time

If streaming system slows down gameplay to compensate for latency, then response windows are extended for streaming players, but non-streaming players gain unfair advantage due to faster input processing

Engineering Contradiction:
Improveresponse windowVSAvoidfairness in competition
Core Design Contradiction:
Loss of timeVSEase of operation

Solution Approach 1:

The system applies different processing characteristics to different players based on their connection type. Streaming players receive extended response windows and adjusted timing, while non-streaming players maintain standard processing speeds. This localized adjustment ensures each player group operates under conditions appropriate to their technical setup, eliminating the fairness issue.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system implements dynamic input processing where the response window duration and event timing are not fixed but adapt in real-time based on player connection quality. This allows the system to optimize for streaming players when needed while maintaining standard performance for non-streaming players, creating a flexible framework that ensures fairness across diverse connection types.

Inventive Principle:
Principle #15Dynamics

3Speed

If streaming system provides real-time game state updates, then gameplay remains responsive, but network bandwidth consumption increases

Engineering Contradiction:
Improvegameplay responsivenessVSAvoidnetwork bandwidth
Core Design Contradiction:
SpeedVSLoss of energy

Solution Approach 1:

The system transmits only the minimum necessary game state updates required to maintain gameplay responsiveness, rather than sending complete or redundant data sets. By carefully selecting and prioritizing essential updates, the system achieves adequate responsiveness while significantly reducing bandwidth consumption, allowing streaming players to participate without requiring excessive network resources.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12390722B2Online gaming for streaming players
Publication Date: 2025.08.19 ELECTRONIC ARTS INC
  • US12390722B2 patent drawing
  • US12390722B2 patent drawing
  • US12390722B2 patent drawing

AI summary

A streaming system may improving online gaming experiences for streaming players and/or providing device independent input processing. The streaming system may receive, from a client device, a selection of a game to be played via a streaming system, determine network connection parameters based at least in part on the game, determine a current streaming quality of the network connection of the client device, and determine the current streaming quality does not meet the network connection parameters. Based on the determination that the current streaming quality does not meet the network connection parameters, the streaming system may cause a prompt to be displayed to a player associated with the client device regarding alternative content for the player to play or cause at least a portion of the gameplay of the game to be slowed based at least in part on the current streaming quality and the network connection parameters.