Video Server Segmentation for MMO Game Streaming

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Solution Overview

Problem

Current approaches to executing computer programs, such as games, either require local execution on a single device or remote server execution, leading to inefficiencies in resource utilization and user experience, particularly in providing immediate and seamless gameplay with real-time video streaming.

Innovation Solution

A dual mode model of program execution is implemented, where initial video rendering occurs on a server and is streamed to clients, with client-side game logic and content downloaded in parallel, allowing for a transition from server-side to client-side execution based on game state and bandwidth conditions, enabling efficient and immediate gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If server-side rendering is used to provide immediate gameplay, then video streaming quality and responsiveness are improved, but network bandwidth consumption and server load increase

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

Solution Approach 1:

The system segments video content into discrete blocks that can be independently downloaded and cached. Instead of continuously streaming entire video sequences, the server divides content into manageable segments that clients can download in parallel, reducing peak bandwidth requirements while maintaining fast access to individual video portions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary rendering of video content on the server side and prepares video blocks in advance before client requests. Video content is pre-processed and staged on the server, allowing immediate delivery when clients request content without requiring real-time rendering during gameplay.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If client-side execution is implemented to reduce server load, then server resource utilization is improved, but initial game setup time and complexity increase

Engineering Contradiction:
Improveserver resource utilizationVSAvoidinitial game setup time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system performs preliminary downloads of video blocks and game assets to client devices before gameplay begins. During the initial setup phase, clients download and cache video content segments, so that when gameplay starts, the content is already available locally without requiring real-time server delivery.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates and distributes copies of video content blocks to multiple client devices. Instead of serving all video content from a single server instance, the system replicates video blocks across the network to various clients, reducing the burden on any single server and enabling faster local access.

Inventive Principle:
Principle #26Copying

3Duration of action of stationary object

If video blocks are downloaded in parallel with gameplay, then seamless continuous playback is achieved, but network bandwidth requirements and data transmission complexity increase

Engineering Contradiction:
Improvecontinuous playback durationVSAvoiddownload management complexity
Core Design Contradiction:
Duration of action of stationary objectVSDevice complexity

Solution Approach 1:

The system divides video content into discrete blocks that can be downloaded independently in parallel. Each video block is a self-contained unit that can be fetched, cached, and played without requiring other blocks, enabling simultaneous downloads while maintaining simple individual block structures.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system introduces a video block caching layer as an intermediary between the server and client playback. This caching mechanism buffers downloaded video blocks and manages their delivery to the playback system, decoupling the complexity of parallel downloads from the simplicity of continuous playback.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Loss of energy

If adaptive bitrate streaming is used to optimize bandwidth usage, then network efficiency is improved, but video quality consistency and rendering precision may deteriorate

Engineering Contradiction:
Improvenetwork bandwidth efficiencyVSAvoidvideo rendering quality
Core Design Contradiction:
Loss of energyVSManufacturing precision

Solution Approach 1:

The system segments video content into blocks that can be delivered at different quality levels. Each video block can be rendered and delivered in multiple bitrate versions, allowing the system to select appropriate quality levels based on current network conditions while maintaining overall video quality through selective delivery of high-quality blocks when bandwidth is available.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS9656160B2Massive multi-player online (MMO) games server and methods for executing the same
Publication Date: 2017.05.23 SONY INTERACTIVE ENTERTAINMENT LLC
  • US9656160B2 patent drawing
  • US9656160B2 patent drawing
  • US9656160B2 patent drawing

AI summary

Video server systems and methods for providing video streams to a plurality of remote clients are described. In one implementation, the video streams are based on game states received from a remote game server. The game states are dependent on game commands received by the video server system from the remote clients and forwarded to the remote game server. The video server system is configured to appear, from the point of view of the game server, as more than one client. For example, the video server system may receive game states from the remote game server at more than one different Internet Protocol address and each of these Internet Protocol addresses may be associated with a different game session.