Virtual Character Color Drawing for Low-Bandwidth 3D Battle Sync
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Solution Overview
Problem
Existing games lack efficient methods for controlling characters in virtual spaces that allow for cooperative and battle play while minimizing data transmission overhead in multiplayer environments, particularly in 3D spaces.
Innovation Solution
A game system where characters are controlled by user inputs to draw virtual spaces with specific colors, enabling battle determinations based on drawing states, using reduced drawing event data and time-stamped data transmission to maintain consistency across players.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If detailed drawing data is transmitted to all players in real-time, then drawing state consistency is improved, but data transmission overhead increases
Solution Approach 1:
The patent extracts only the essential drawing event data (position, color, timestamp) from complete drawing state information, transmitting only these critical parameters to other players while maintaining full drawing state consistency. This reduces data transmission volume while preserving the core information needed for synchronized rendering.
Solution Approach 2:
Each player's device independently generates and maintains a local copy of the complete drawing state based on received drawing event data and local rendering logic. This eliminates the need to transmit full drawing state data, as each device reconstructs the same visual state from compact event representations.
2Reliability
If drawing data is transmitted frequently, then drawing state consistency is improved, but transmission frequency and data volume increase
Solution Approach 1:
The system implements event-driven periodic transmission where drawing data is sent only when drawing events occur, rather than continuous periodic transmission. Each drawing action triggers a discrete data transmission containing the drawing event parameters, reducing overall transmission frequency while maintaining consistency.
Solution Approach 2:
The patent embeds timestamps in drawing event data to establish a preliminary ordering framework. Players use these timestamps to reconstruct drawing sequences locally, eliminating the need for frequent synchronization transmissions and reducing overall data volume.
3Measurement precision
If complete drawing state data is stored, then battle determination accuracy is improved, but memory usage increases
Solution Approach 1:
The patent segments the drawing state into discrete drawing events with key parameters (position, color, timestamp) rather than storing complete continuous state data. This segmentation allows battle determination to be performed on essential parameters only, reducing memory requirements while maintaining accuracy.
Solution Approach 2:
The system performs preliminary processing of drawing data by extracting and storing only battle-relevant parameters (such as which areas were drawn and by whom) rather than complete rendering data. This preliminary filtering reduces memory usage while preserving all information needed for accurate battle determination.
Data Source
AI summary
An information processing system includes a controller which receives an operation input of a user and an information processing unit which performs an information process based on the operation input received by the controller. The information processing unit includes a game progress unit which controls an own character in the virtual space based on the operation input of the user to draw the virtual space with the corresponding color of the own character and a battle determination unit which performs a battle determination based on a drawing state of a corresponding color of an enemy character, which is different from the corresponding color of the own character, to a virtual space and a drawing state of the corresponding color of the own character to the virtual space.


