Streaming Wagering Content Replay for Reduced Server Bandwidth
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Solution Overview
Problem
Existing gaming systems waste resources by continuously streaming repetitive content from servers to gaming devices, leading to unnecessary computational loads and bandwidth consumption.
Innovation Solution
The system determines the state of the gaming device and utilizes locally stored or previously streamed content to repeat certain content independently of the server, reducing the need for continuous data transmission.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If content is continuously streamed from the streaming server to the gaming device, then the gaming device can display updated content, but server resources and network bandwidth are wasted due to redundant data transmission of repetitive content
Solution Approach 1:
The system performs preliminary actions by having the gaming device store content locally before it becomes needed for display. When content is predicted to be requested, it is pre-loaded and cached on the gaming device, eliminating the need for redundant streaming of the same content multiple times. This resolves the contradiction by maintaining content availability while avoiding continuous server transmission.
Solution Approach 2:
The system implements local quality by enabling the gaming device to independently repeat and display content from its local storage without continuous server intervention. The gaming device determines when to repeat content based on its own state, allowing local autonomy for repetitive content while maintaining server connection for non-repetitive updates. This resolves the contradiction by shifting from centralized continuous streaming to decentralized local content repetition.
2Loss of energy
If the gaming device repeats content independently of the streaming server, then server resources and bandwidth are conserved, but the system complexity increases due to state determination and local content management
Solution Approach 1:
The system applies dynamics by making the content repetition behavior adaptive rather than static. The gaming device dynamically determines whether to repeat content based on its current state and predictions about future content requests. This state-based dynamic approach simplifies the overall system by using straightforward conditional logic rather than complex continuous coordination protocols.
Solution Approach 2:
The gaming device performs self-service by autonomously determining when to repeat content and managing its own local content storage. The device monitors its own state and independently decides whether to request new content from the server or repeat existing content locally. This self-service capability reduces server burden while maintaining simple, decentralized control logic.
3Speed
If the gaming device continuously checks for new content from the server, then content can be updated in real-time, but computational resources are wasted on unnecessary data transmission of repetitive content
Solution Approach 1:
The system implements periodic action by having the gaming device check for new content from the server only at specific intervals or under specific conditions rather than continuously. The device uses state-based triggers to determine when content updates are necessary, avoiding unnecessary periodic checks when content has not changed. This resolves the contradiction by maintaining content update capability while eliminating wasteful repeated transmissions of unchanged content.
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.


