Adaptive Virtual Asset Queuing for Low-Latency Traffic
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Solution Overview
Problem
Existing virtual asset download techniques in online platforms face challenges due to resource-intensive file sizes and diverse network conditions, leading to buffer bloat and latency issues when competing with real-time traffic flows.
Innovation Solution
Implementing a delay-based control mechanism to prioritize virtual asset downloads based on game-play characteristics, virtual-asset characteristics, and network connection characteristics, along with congestion-control mechanisms to manage concurrent traffic flows.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If virtual assets are downloaded with high priority to improve download speed, then download time is reduced, but buffer bloat and latency increase for real-time traffic flows
Solution Approach 1:
The system dynamically adjusts the priority of virtual asset downloads based on network conditions and asset importance. Instead of using a static high priority for all downloads, the mechanism adapts priority levels in real-time, allowing the system to optimize both download speed and latency by shifting priority dynamically between virtual asset traffic and real-time traffic flows.
Solution Approach 2:
The system changes network traffic parameters (priority levels, bandwidth allocation) based on asset characteristics and network conditions. By modifying these parameters adaptively, the system can accelerate downloads when appropriate while preventing buffer bloat and latency issues that would occur with consistently high-priority downloads.
2Reliability
If all virtual assets are downloaded concurrently to improve completeness, then asset availability is improved, but network buffer bloat increases
Solution Approach 1:
The system segments virtual assets into different priority groups and downloads them in a controlled sequence rather than all concurrently. Critical assets needed for immediate gameplay are downloaded first with higher priority, while less critical assets are downloaded subsequently, preventing buffer bloat while ensuring essential assets are available.
Solution Approach 2:
Instead of downloading all virtual assets simultaneously (excessive action), the system downloads only the necessary subset of assets first (partial action) that are required for current gameplay needs. This approach ensures asset availability for active gameplay while avoiding the buffer bloat that would result from downloading all assets at once.
3Productivity
If download priority is increased for virtual assets to reduce download time, then productivity is improved, but real-time traffic flow performance deteriorates
Solution Approach 1:
The system dynamically adjusts download priority based on the specific needs of each virtual asset and current network conditions. Rather than maintaining consistently high priority for all downloads, the mechanism adapts priority levels to balance download throughput with real-time traffic performance, ensuring both productivity and reliability are maintained.
Solution Approach 2:
Different priority levels are assigned to different virtual assets based on their specific characteristics and importance to gameplay. Critical assets receive higher priority to improve download throughput for essential content, while less critical assets receive lower priority to preserve real-time traffic performance, creating a differentiated quality of service approach.
Data Source
AI summary
Implementations described herein relate to methods, systems, and computer-readable media for queuing of virtual assets. In some implementations, the method may include initiating, by a processor, a virtual-asset traffic flow associated with first virtual assets and a plurality of other traffic flows associated with the virtual experience in which an avatar associated with a client device participates. The method may include implementing, by the processor, a delay-based control mechanism for the virtual-asset traffic flow and a congestion-control mechanism for the plurality of other traffic flows. The method may include causing, by the processor, a concurrent download to the client device of a subset of the first virtual assets based on the delay-based control mechanism and information associated with the plurality of other traffic flows based on the congestion-control mechanism.


