Voice Chat Buffering by Game State for Low-Impact Moderation
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Solution Overview
Problem
Existing multiplayer video games face challenges in managing disruptive voice communications, with current solutions like muting and reputation tracking often causing gameplay distractions or unintended manipulation, and there is a need for efficient voice communication management that minimizes performance impact during critical gameplay moments.
Innovation Solution
A system and method for capturing, processing, and storing voice communications in a multi-user session, where audio data is analyzed, downmixed, and compressed into chunks, with transmission occurring only when the user client is in a non-core state to minimize gameplay disruption.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If audio data is continuously transmitted during gameplay, then voice communication quality is improved, but gameplay performance and responsiveness deteriorate
Solution Approach 1:
The system performs preliminary actions by capturing and buffering audio data in advance during core gameplay states, so that when the game transitions to a non-core state, the pre-captured audio can be transmitted without delaying gameplay responsiveness. This resolves the contradiction by preparing audio data beforehand rather than processing it in real-time during critical gameplay moments.
Solution Approach 2:
The audio transmission is segmented into different handling modes based on game state: during core states, audio is captured and buffered without immediate transmission, while during non-core states, the buffered audio is transmitted. This segmentation allows the system to prioritize gameplay performance during critical moments while still maintaining voice communication quality during less critical periods.
2Productivity
If audio data is captured and stored in memory buffer, then transmission can occur during non-core states improving gameplay performance, but memory usage increases
Solution Approach 1:
The system applies partial action by selectively capturing and buffering only the portions of audio data that correspond to non-core game states. Rather than buffering all audio data regardless of game state, the system intelligently identifies and buffers only the relevant segments, reducing unnecessary memory consumption while still achieving the goal of transmitting audio during non-core states to maintain gameplay performance.
3Object-affected harmful factors
If voice communication monitoring is implemented to detect disruptive behavior, then player safety is improved, but system complexity and processing overhead increase
Solution Approach 1:
The system introduces an intermediary mechanism by using behavioral prediction models that analyze patterns of player behavior to identify potentially disruptive users before they cause harm. Rather than implementing complex real-time monitoring of all voice communications, the intermediary prediction model pre-identifies users who are likely to engage in disruptive behavior, allowing the system to focus monitoring resources on specific high-risk cases and thereby reducing overall system complexity.
Data Source
AI summary
Systems, methods, and media are provided for the localization of the capture and processing of spoken audio based on predictive modeling of future behavior. The spoken audio is detected in a memory buffer associated with transmissions via a voice communication channel of a multi-user session hosting a plurality of user clients. The processing may include downmixing, resampling, compressing, or any combination thereof. Multiple portions of audio data can be combined into an audio data chunk. The chunk of audio data can then be transmitted while the user client is in a non-core state.


