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Peer-to-peer computing based game interactive method and system for multi-user scenario

An interactive method and multi-user technology, applied in the field of games, can solve the problems of increased server consumption, unsolvable problems, and reduced server load capacity, such as the critical value of game commercialization, and achieves the effect of small data volume and high compression efficiency.

Inactive Publication Date: 2018-08-10
SNAIL GAMES
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

In this way, the server's simulation of the game world can only be based on abstract data such as walking maps and height maps, and cannot be based on actual 3D scenes, and the game interaction experience will be relatively poor.
If a server is required to simulate 3D scenes (such as commercial engines such as UE4), the consumption of the server will increase sharply, and the load capacity of the server will be reduced to the critical value of the commercialization of the game
[0006] To sum up, when traditional game servers implement game interaction for multi-user scenarios, there are huge and unresolvable contradictions in terms of network, cpu consumption, user load, and user experience.
Requiring high server load and low network consumption will inevitably lead to deterioration of user experience; improving user experience will inevitably lead to increased costs in the game operation stage

Method used

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  • Peer-to-peer computing based game interactive method and system for multi-user scenario

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Embodiment Construction

[0045] The preferred embodiments of the present invention will be described below in conjunction with the accompanying drawings. It should be understood that the preferred embodiments described here are only used to illustrate and explain the present invention, and are not intended to limit the present invention.

[0046] First of all, the game architecture provided by the present invention is a peer-to-peer computing based on consistent input. All peers participating in the calculation (including each client) have a consistent start, a consistent change process, and a consistent result in the end.

[0047] Through this game architecture, the game interaction of multi-user scenarios is realized, and the specific steps refer to figure 1 The game interaction method of the shown multi-user scene of the present invention comprises the following steps:

[0048] The first step, consistent start: each client obtains the same game data when entering the game;

[0049] In the second st...

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PUM

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Abstract

The invention discloses a peer-to-peer computing based game interactive method and system for a multi-user scenario. The peer-to-peer computing based game interactive method comprises the following steps of: uploading a control instruction generated in a user operation process to a server, broadcasting the control instruction through the server, receiving the control instruction of the user whilereceiving data broadcasted by the server through each user side, independently and synchronously operating a complete game world according to the control instruction, thereby realizing interaction andsynchronization among the user sides. A server side of the peer-to-peer computing based game interactive device only store and broadcast game data, and therefore, a peer-to-peer computing technologyprovided by the invention does not bring higher requirements on network and cpu consumption under the multi-user scenario, and can greatly improve user bearing level. Moreover, user experience is realized by a relatively independent user presentation module in each user side. While improving user experience, the peer-to-peer computing based game interactive method reduces requirements on bearing ability of the server, so that cost at the game operation stage is reduced.

Description

technical field [0001] The present invention relates to the technical field of games, in particular to a game interaction method and system for multi-user scenarios. Background technique [0002] At present, game interaction in a multi-user scenario is usually implemented using an authoritative server structure. This traditional method generally uses a typical C / S architecture: the game logic is calculated on the server, and the client only implements game performance. The server sends the attribute table data of the game object and the effect display command to the client, and the client presents the game world based on these data. [0003] However, with the expansion of the number of users (that is, the number of clients), the amount of data calculation and synchronization of the server increases sharply, and the CPU consumes a lot, which cannot support the real-time interaction of a large number of game units. For example, in real-time strategy games, when a large numbe...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/335A63F13/52A63F13/85
CPCA63F13/335A63F13/52A63F13/85A63F2300/407A63F2300/57A63F2300/66
Inventor 钟斌麟刘刚
Owner SNAIL GAMES
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