Streaming Wagering Content Looping to Cut Redundant Transmission
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Solution Overview
Problem
Existing gaming systems waste resources by continuously streaming repetitive audio/video content to gaming devices, leading to unnecessary computational loads and bandwidth consumption.
Innovation Solution
A system that determines the state of a gaming device and utilizes previously streamed content independently, reducing the need for continuous data transmission from a server by looping or caching repeatable content based on the device's state.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If continuous streaming of audio/video content is maintained to gaming devices, then content delivery is ensured, but server computational load and network bandwidth consumption increase unnecessarily
Solution Approach 1:
The system transitions from continuous streaming to periodic action by detecting when gaming content remains unchanged for a threshold period, then suspends data transmission. The server resumes streaming only when changes are detected, creating an on-demand periodic transmission pattern that eliminates redundant continuous streaming while ensuring content delivery when needed.
Solution Approach 2:
The gaming device performs self-service by monitoring its own display buffer to detect when content has changed. This local self-detection mechanism eliminates the need for the server to continuously verify content state, reducing server computational load while maintaining reliable content delivery through the device's own resource management.
2Reliability
If continuous streaming of audio/video content is maintained to gaming devices, then content delivery is ensured, but network bandwidth consumption increases unnecessarily
Solution Approach 1:
The system implements periodic network transmission by suspending data streaming when content remains unchanged and resuming only when changes are detected. This periodic action pattern maintains content delivery reliability while dramatically reducing network bandwidth consumption during stable content periods compared to continuous streaming.
Solution Approach 2:
The gaming device maintains a local copy of content in its display buffer and compares incoming data against this copy to detect changes. This copying mechanism enables the device to self-determine when network transmission is necessary, reducing bandwidth consumption while ensuring reliable content delivery through local verification.
3Stability of the object's composition
If repetitive content is streamed continuously, then content synchronization is maintained, but redundant data transmission occurs
Solution Approach 1:
The system applies periodic action by detecting when content remains unchanged for a threshold period and suspending data transmission. This approach maintains content synchronization stability while eliminating redundant data transmission, as the local display buffer continues to show the same content without requiring repeated network transfers.
Solution Approach 2:
The gaming device performs preliminary action by pre-loading content into its display buffer and performing local change detection before requesting additional data. This preliminary local verification prevents unnecessary network transmissions while ensuring synchronization is maintained through advance content preparation.
Data Source
AI summary
Systems and methods that repeat certain content streamed from a streaming source based on the state of a gaming device by, during a first period of time, receiving, from a streaming server, data associated with content generated by the streaming server, and displaying, by a display device, the content generated by the streaming server, and responsive to the content generated by the streaming server being repeatable content, during a second, subsequent period of time, repeatedly displaying, by the display device and independent of the streaming server, at least a portion of the content generated by the streaming server until a designated event occurs.


