Virtual Simulation Object Position Replication via Acceleration Encoding

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Solution Overview

Problem

Current virtual simulation technologies face limitations in efficiently replicating and synchronizing object positions across a large number of players due to bandwidth constraints, allowing only nearby players to be seen at high fidelity, while others are viewed at lower fidelity or not at all.

Innovation Solution

A network protocol that determines and encodes time derivatives and accelerations of object positions using dictionaries and Markov models, allowing for efficient encoding and transmission of object position changes, enabling each player to see all other players at high fidelity by reducing data size through entropy coding and dictionary indexing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If position information of all players is transmitted via communication channels, then each player can see all other players, but bandwidth constraints prevent transmission of more than approximately 2,000 transforms per second

Engineering Contradiction:
Improvenumber of visible playersVSAvoiddata transmission rate
Core Design Contradiction:
Quantity of substanceVSProductivity

Solution Approach 1:

The patent extracts only the essential change information (acceleration values) from complete position data. Instead of transmitting full position transforms, the system calculates and transmits only acceleration values that represent changes in motion, dramatically reducing data volume while preserving the ability to reconstruct position information.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent inverts the traditional approach by having clients predict position changes using received acceleration data and local physics calculations, rather than having servers transmit complete position information. Clients reconstruct player positions by integrating acceleration data through physics equations, reversing the conventional server-to-client position transmission model.

Inventive Principle:
Principle #13The other way round (Inversion)

2Measurement precision

If high fidelity position updates are transmitted for all players, then each player can see all players at high fidelity, but bandwidth consumption increases beyond available capacity

Engineering Contradiction:
Improveposition update fidelityVSAvoidbandwidth consumption
Core Design Contradiction:
Measurement precisionVSLoss of energy

Solution Approach 1:

The patent uses acceleration values as simplified copies that represent the essence of position changes without containing complete position information. These acceleration copies enable clients to reconstruct high-fidelity position data locally through physics calculations, reducing network bandwidth consumption while maintaining position update accuracy.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent changes the transmitted parameter from complete position coordinates to acceleration values. This parameter transformation reduces data size significantly while preserving the ability to reconstruct position information through local physics-based calculations, thereby reducing bandwidth consumption without sacrificing fidelity.

Inventive Principle:
Principle #35Parameter changes

3Reliability

If complete position data is transmitted to maintain accurate player positions, then position synchronization is maintained, but data transmission volume exceeds bandwidth limits

Engineering Contradiction:
Improveposition synchronization accuracyVSAvoiddata transmission volume
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The patent performs preliminary local calculations of position changes using received acceleration data and local physics engines. Clients pre-compute position updates by integrating acceleration values through physics equations before rendering, eliminating the need to transmit complete position data while maintaining synchronization accuracy.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent introduces acceleration values as intermediary data that bridges the gap between server state and client position rendering. These acceleration intermediaries carry essential motion information that enables clients to reconstruct accurate position data locally, reducing transmitted data volume while preserving position synchronization reliability.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11848992B2Scalable replication of objects positions in virtual simulations
Publication Date: 2023.12.19 IMPROBABLE WORLDS LTD
  • US11848992B2 patent drawing
  • US11848992B2 patent drawing
  • US11848992B2 patent drawing

AI summary

Methods and systems for providing scalable replication of object positions in virtual simulations are described herein. A computing device may determine a current position of an entity in a virtual simulation. The computing device may determine, based on the current position, a time derivative of the current position of the entity. The computing device may query a dictionary for the time derivative to obtain a particular index identifying a time derivative value that corresponds to the time derivative of the current position of the entity. The dictionary may comprise one or more time derivative value pairs associated with time derivatives of one or more previous positions of the entity. When the time derivative of the current position of the entity is in the dictionary, the computing device may encode the particular index. Further, the computing device may send the particular index to a client device.