User-Generated Content Asset Deduplication and Validation
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Solution Overview
Problem
In environments where users generate content, existing distribution platforms face challenges in managing and validating large amounts of user-generated data, ensuring safety and quality, and maintaining compatibility with evolving systems.
Innovation Solution
The platform allows users to upload raw assets of their user-generated content, utilizing techniques to recognize and avoid storing duplicate data. It implements a validation scheme that only permits safe executable code and uses trusted sources for code, while modifying assets for compatibility with updated platforms.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the platform stores all user-generated raw assets, then user creativity and content variety are improved, but storage space requirements and system complexity increase
Solution Approach 1:
The system creates a reference copy of the original asset and stores only the reference (pointer) in the database, rather than storing the full asset data. This allows unlimited user creativity while minimizing storage space by reusing the same reference for identical assets across different user creations.
Solution Approach 2:
The system extracts and stores only the essential reference information (pointer to the asset location) rather than the complete asset data. This separation of the asset storage function from the reference storage function reduces the volume of data that needs to be stored in the platform's database.
2Reliability
If the platform validates all user-generated content, then safety and quality are improved, but processing time and validation complexity increase
Solution Approach 1:
The system performs validation and safety checks on assets before they are stored or executed. By validating in advance and using the validated reference pointers during gameplay, the system ensures safety without adding processing time during the actual game execution phase.
Solution Approach 2:
The system introduces a validation layer that acts as an intermediary between user asset creation and game execution. This intermediary validates and sanitizes assets beforehand, creating a safe bridge that prevents harmful content from reaching the game runtime without requiring continuous validation during play.
3Adaptability or versatility
If the platform modifies assets for compatibility, then system compatibility is improved, but asset originality and user control are reduced
Solution Approach 1:
The system segments the asset modification process into separate transformation stages that occur automatically during the validation and compilation phases. Users provide their original creative assets, and the system handles the compatibility transformation in the background, maintaining both compatibility and user control over the original content.
Data Source
AI summary
The present technology receives raw assets of user-generated content at a platform server. The platform server can utilize techniques to recognize reused assets to avoid storing duplicate data. Additionally, the present technology can utilize a validation scheme by which portions of user content that include executable code are only permitted to be uploaded to the platform server when these portions of the user content are recognized and are already known to be safe. Additionally, the present technology can be configured to modify the raw assets of the content to be compatible with the latest updates to the platform and to the distribution platforms in which the user-generated content will be executed.


