Universal Server Host System for Multi-Game Synchronization

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing networked games and applications face challenges in enforcing synchronization across multiple devices in real time, managing limited bandwidth and network lag, supporting late joining clients and dropped clients, detecting and preventing cheating, and maintaining system security, while also restricting user experiences and burdening users with installs and updates.

Innovation Solution

A universal server and host system implementing a many-to-many client/server model, where a single universal host application can connect to and run multiple universal server applications, enabling seamless switching between different games or applications without the need for multiple installations, and allowing for dynamic content streaming and modular networking architectures.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a traditional one-to-one client/server model is used for each game or application, then synchronization and security can be maintained for each individual application, but users must install and update multiple separate applications, increasing distribution friction and system complexity

Engineering Contradiction:
ImproveAbility to run multiple games/applicationsVSAvoidNumber of installations and updates
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a universal host application that can connect to and run multiple universal server applications through a standardized protocol. This single host application provides game launching, asset streaming, and synchronization capabilities for various games and applications, eliminating the need for users to install and maintain separate applications for each game or service.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Reliability

If multiple separate applications are installed for different games or services, then each application can be optimized for its specific function, but bandwidth consumption increases due to redundant asset downloads and updates

Engineering Contradiction:
ImproveApplication-specific optimizationVSAvoidBandwidth consumption
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The patent merges asset storage and distribution into a centralized cloud-based asset server that serves multiple universal server applications. The host application streams assets dynamically based on which game or application is currently running, eliminating redundant local storage and repeated downloads of common assets across different applications.

Inventive Principle:
Principle #5Merging (Combining)

3Reliability

If a centralized server model is used for each application, then security and anti-cheat measures can be application-specific, but the system cannot support late joining or dropped clients effectively

Engineering Contradiction:
ImproveSecurity and anti-cheatVSAvoidSupport for dynamic client participation
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent implements a dynamic connection model where the universal host application can establish and tear down connections to multiple universal server applications as needed. When a user joins or leaves a game session, the host dynamically manages the connection state, allowing clients to join late or drop without requiring dedicated persistent server instances for each possible client combination.

Inventive Principle:
Principle #15Dynamics

4Ease of manufacture

If separate applications are used for each game or service, then updates can be managed independently, but distribution friction increases and user experience is burdened by frequent installs and updates

Engineering Contradiction:
ImproveIndependent update managementVSAvoidUser installation and update burden
Core Design Contradiction:
Ease of manufactureVSEase of operation

Solution Approach 1:

The universal host application serves as a single distribution unit that manages multiple universal server applications. Updates to individual games or services are handled through the host's centralized update mechanism, allowing developers to maintain independent version control while presenting a unified update experience to users through a single application interface.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS20250025778A1Universal server and host system
Publication Date: 2025.01.23 UNITY TECH SF
  • US20250025778A1 patent drawing
  • US20250025778A1 patent drawing
  • US20250025778A1 patent drawing

AI summary

A universal server and host system and method, the system configuring a universal server to transmit, to one or more universal hosts, asset and scene information to generate one or more local scene graphs, each local scene graph replicating a scene graph associated with a simulation running at the universal server and being associated with a local simulation running at a universal host. Upon receiving input from the one or more universal hosts, the universal server updates an internal state based on the received input, generate commands encoding changes to an output state, and transmits the commands to the one or more universal hosts for updating each local scene graph at its respective universal host, at least one local scene graph to be rendered at a local device associated with its respective universal host. The universal server and the one or more universal hosts are applications.