Video Game Simulated Evolution Server Load Reduction

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Solution Overview

Problem

Massively multiplayer online games (MMOGs) face challenges in managing large amounts of data for virtual worlds, leading to high server loads and storage requirements, and players find it inconvenient to share and integrate player-defined content.

Innovation Solution

A video game system with simulated evolution allows players to create and share player-defined content over a network, using a game client that simulates different bands of evolution, with a content editing module, upload and download modules, and a content matching system to facilitate sharing and reduce server burden.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If MMOGs maintain a centralized virtual world on the server to keep all players synchronized, then all players can participate in the same game environment, but the server load and storage requirements increase significantly

Engineering Contradiction:
Improvemultiplayer participationVSAvoidserver data storage
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent divides the virtual world into separate local instances on each player's computer rather than maintaining one centralized world on the server. Each player has their own local virtual world that runs independently, eliminating the need for the server to store and synchronize all player data and world state. This segmentation resolves the contradiction by allowing multiplayer participation through local world sharing while dramatically reducing server data storage requirements.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent creates local copies of the virtual world on each player's computer instead of maintaining a single master copy on the server. These local copies can be shared with other players through the network, allowing multiple players to experience the same virtual world without requiring the server to maintain and synchronize the entire world state for all players simultaneously.

Inventive Principle:
Principle #26Copying

2Ease of operation

If MMOGs provide simultaneous server connections to all players, then all players can interact in real-time, but the server connection load increases with the number of players

Engineering Contradiction:
Improvereal-time interactionVSAvoidserver connection load
Core Design Contradiction:
Ease of operationVSUse of energy by moving object

Solution Approach 1:

The patent extracts the virtual world rendering and simulation functions from the server and places them on each player's local computer. Players only need to maintain network connections for sharing and downloading world data, not for real-time synchronization of the entire virtual world state. This extraction reduces server connection load while preserving real-time interaction capabilities through local world manipulation and sharing.

Inventive Principle:
Principle #2Taking out (Extraction)

3Adaptability or versatility

If players manually upload and download content to share player-defined content, then players can create and share custom content, but the process is time-consuming and inconvenient

Engineering Contradiction:
Improvecontent sharing capabilityVSAvoidcontent sharing time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The patent enables automatic copying and sharing of local virtual worlds and player-defined content through the network. When a player creates or modifies content in their local world, it can be automatically or semi-automatically shared with other players who can download and integrate it into their own local worlds. This eliminates the manual upload/download process and significantly reduces the time required for content sharing while maintaining full content creation and sharing capabilities.

Inventive Principle:
Principle #26Copying

4Stability of the object's composition

If MMOGs store all player transactions and world changes on the server, then the virtual world remains consistent across all players, but storage space requirements become prohibitively expensive

Engineering Contradiction:
Improvevirtual world consistencyVSAvoidstorage space
Core Design Contradiction:
Stability of the object's compositionVSQuantity of substance

Solution Approach 1:

The patent segments the virtual world data storage across multiple local computers rather than centralizing it on the server. Each player maintains their own local copy of the virtual world and related data, eliminating the need for expensive centralized storage infrastructure. This segmentation maintains virtual world consistency within each player's local instance while dramatically reducing the total storage space requirements on the server.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS7867093B2Video game with simulated evolution
Publication Date: 2011.01.11 ELECTRONIC ARTS INC
  • US7867093B2 patent drawing
  • US7867093B2 patent drawing
  • US7867093B2 patent drawing

AI summary

A video game that provides a player game play experience that simulates an evolution process is disclosed. In each stage of the evolution process, the player can create game content that is uploaded to a server. Other players' game content can also be downloaded into the player's game. In an embodiment of the present invention, the player-defined content can be automatically uploaded to a server, where it can be automatically downloaded to players' games in accordance with criteria such as heuristics that are relevant to the game, player preferences, rankings, community preferences and combinations thereof.