Video Frame Interpolation for Predictive Action Correction
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Solution Overview
Problem
Existing video game systems face challenges in correcting discrepancies between predicted and instructed actions due to lag, which can result in unnatural and disruptive corrections during gameplay.
Innovation Solution
The implementation of a method that uses interpolation to smoothly transition from predicted actions to instructed actions, generating interpolated frames to correct discrepancies without causing a jumping or skipping effect.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If predicted actions are used to compensate for lag, then the player's perceived response time is improved, but discrepancies between predicted and instructed actions cause unnatural and disruptive corrections
Solution Approach 1:
The system performs preliminary actions by predicting and executing game actions before the player's input is fully processed. The prediction system analyzes current game state and anticipates player intentions, allowing the game to start executing predicted actions in advance. This preliminary execution compensates for network lag and processing delays, making the game feel more responsive to the player.
Solution Approach 2:
The patent introduces an intermediary correction mechanism that smoothly transitions between predicted actions and actual player-instructed actions. When a discrepancy is detected, the system uses interpolation to generate intermediate frames that bridge the gap between the predicted action state and the instructed action state. This intermediary approach prevents abrupt, unnatural corrections while maintaining the benefits of prediction.
2Productivity
If predicted actions are executed before input confirmation, then lag effects are reduced, but the character may perform actions not instructed by the user
Solution Approach 1:
The system implements a feedback mechanism where the predicted action is continuously monitored and compared against the actual player input. When the player's instructed action differs from the predicted action, the system detects this discrepancy and triggers a correction process. This feedback loop ensures that while predictions can execute ahead of time to improve responsiveness, the final action always aligns with the player's actual intentions, maintaining reliability.
Solution Approach 2:
The correction mechanism is dynamic rather than static. Instead of simply overwriting the predicted action with the instructed action, the system uses interpolation to dynamically generate intermediate frames that smoothly transition between the two states. This dynamic approach allows the system to adapt the correction based on the specific discrepancy, maintaining game responsiveness while ensuring action accuracy.
3Measurement precision
If direct correction of predicted actions is applied, then action accuracy is improved, but the correction appears abrupt and disrupts gameplay immersion
Solution Approach 1:
The patent applies the concept of curvature to the correction process by using interpolation to create smooth, curved transitions between predicted and instructed actions. Instead of abrupt linear corrections, the system generates intermediate frames that follow a smooth trajectory, making the correction imperceptible to the player. This curved transition approach maintains both correction accuracy and gameplay immersion.
Solution Approach 2:
The interpolation process ensures continuity of the game action during correction. By generating intermediate frames that maintain the flow of motion and action, the system prevents disruptions in the gameplay experience. The useful action continues uninterrupted through the correction process, preserving immersion while achieving accurate action correction.
Data Source
AI summary
A data processing apparatus comprising circuitry configured to: obtain video game data from a video game application indicating an in-game situation; obtain data indicating a predicted in-game action of a user in response to the in-game situation; begin output of a first sequence of video frames depicting the predicted in-game action; receive data indicating an instructed in-game action of the user; if the predicted in-game action is the same as the instructed in-game action, continue output of the first sequence of video frames; and if the predicted in-game action is not the same as the instructed in-game action: stop output of the first sequence of video frames; output one or more interpolated video frames; and begin output of a second sequence of video frames depicting the instructed in-game action.


