WO2023104186A1 - Highly-efficient and low-cost cloud game system - Google Patents

Highly-efficient and low-cost cloud game system Download PDF

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WO2023104186A1
WO2023104186A1 PCT/CN2022/137925 CN2022137925W WO2023104186A1 WO 2023104186 A1 WO2023104186 A1 WO 2023104186A1 CN 2022137925 W CN2022137925 W CN 2022137925W WO 2023104186 A1 WO2023104186 A1 WO 2023104186A1
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data
game
user
compression
subsystem
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许磊
靳文波
赵庆鹏
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许磊
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5005Allocation of resources, e.g. of the central processing unit [CPU] to service a request
    • G06F9/5027Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F30/00Computer-aided design [CAD]
    • G06F30/20Design optimisation, verification or simulation
    • G06F30/27Design optimisation, verification or simulation using machine learning, e.g. artificial intelligence, neural networks, support vector machines [SVM] or training a model
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2119/00Details relating to the type or aim of the analysis or the optimisation
    • G06F2119/02Reliability analysis or reliability optimisation; Failure analysis, e.g. worst case scenario performance, failure mode and effects analysis [FMEA]
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

Definitions

  • the invention belongs to the technical field of games, and specifically refers to a high-efficiency and low-cost cloud game system.
  • Cloud gaming is a solution that runs the game on a cloud server, transmits the game screen to the client in the form of streaming media, and transmits the input from the client (button, voice, motion sensory input, etc.) to the server.
  • This solves the user's download, installation and running problems, but the cost is high (game purchase cost, server cost, bandwidth cost, operating cost, etc., of which server cost and bandwidth cost are the main parts), and due to the highly dynamic characteristics of the game (real-time generated , it is difficult to reuse), resulting in that the server cost cannot be diluted among users, that is, the server cost and bandwidth cost determine that the current cloud game implementation method cannot achieve "economy of scale", that is, the current cloud game unit cost does not increase with the increase in user scale. There was a marked decline.
  • the present invention provides an efficient and low-cost cloud game system.
  • the server distributes the game source data to be used, and the client receives the game source data and performs calculation and rendering locally. It solves the needs of playing immediately, reducing network requirements, reducing game lag, and supporting high-quality game screens. And since there is no need for server-side rendering, and the compressed source data is distributed, server costs and bandwidth costs are greatly reduced, and the problem of "economies of scale" that cannot be solved in current cloud games is solved.
  • a high-efficiency and low-cost cloud game system including a client operating system, an intelligent data access prediction subsystem, an intelligent service terminal system, a data preprocessing subsystem for general data, Data compression subsystem combining general compression and special compression, data distribution algorithm combining prediction and instruction;
  • the user-side operating system is responsible for starting the game when it is running, and maps the game's access to data into local cache and server-side data access, which is transparent to the user; the runtime will continue to communicate with the server to report the user's current behavior and the game Context information, the server will intelligently predict the data that the user may use next; or pull the data that is currently needed but not in the cache; the runtime accepts the data returned by the server, and performs necessary decompression, decryption and Transcoding to meet the running requirements of the game, adding local cache. And manage the local cache according to user information, remaining storage space, server instructions, and specific algorithms;
  • user behavior and game behavior will be collected, including key presses, key press duration, dwell time of each interface, game response, game running context, game data access and other information, and uploaded to the server for subsequent modeling;
  • the intelligent data access prediction subsystem selects Aproiri, naive Bayesian, Bayesian network, K-Means, KNN, DBSCAN, SVM, LSTM, CNN, AdaBoost, GBDT, RandomForest and other machine learning algorithms, and uses one of these algorithms or Multiple combinations to build a pool of machine learning algorithms;
  • the intelligent service terminal system can comprehensively process the user information, device information, network status, user behavior and game context, etc. incoming from the client terminal, including login, authentication, authorization, selection of the appropriate intelligent data access prediction model, selection of the corresponding High-quality model and compression algorithm, send the data required by the user to the user in advance or on demand, and encrypt the data according to the settings during the process;
  • the data preprocessing subsystem of general data divides the data into data blocks of appropriate size according to the model and data characteristics established by the intelligent data access prediction subsystem, and selects different compression algorithms to compress the data blocks. Based on the user's use of specific data, the nature and function of the data, and the impact of the intelligent data access prediction subsystem on the user experience, the data blocks are dynamically allocated to the corresponding storage area on the server, that is, the cold data area.
  • General data area hot data area (such as PCIE accelerated storage area, server memory cache), accelerated data storage area (our company or third-party CDN);
  • a data compression subsystem that combines general and special compression.
  • game data such as code, configuration, text, models, mesh, audio, video, textures, graphics, images, values, other formatted data, and generic data.
  • code, configuration, text, value and other data that need to be accurately transmitted, according to its data characteristics and effectiveness requirements (compression, and decompression time consumption), select a specific general compression (lossless) algorithm (such as 7z, LZMA, zip, etc.) Compression with different compression parameters;
  • For formatted data such as audio, video, texture, mesh, graphics, images, etc., use appropriate lossless or lossy compression algorithms (such as image png, jpeg, webp, etc., audio aac, mp3, etc., video mpeg, mpeg4, H264, H265, VP8, VP9, etc., and our self-developed model Mesh compression algorithm) and different bit rates or resolutions and other parameters, generate different quality compressed data.
  • a data distribution algorithm that combines prediction and instruction. Under normal circumstances, the system downloads and pulls data based on user behavior and program behavior, as well as the model generated by the intelligent data access prediction subsystem; the data distribution subsystem also supports game developers to implant instructions according to the protocol, when the instruction execution condition is triggered , the data distribution subsystem will pull specific data according to the instruction. In the combination of prediction and instruction, data access can achieve the same zero network delay as accessing local data, so as to achieve no lag in the game process.
  • the high-efficiency and low-cost cloud game system provided by the present invention has a reasonable design and includes the following advantages:
  • the game does not need to be downloaded or installed, and it can be played immediately; in the existing cloud game solution, the game is calculated and rendered on the server, and the game screen is transmitted to the client through the network in video format. Compared with the existing cloud game solutions, the present invention does not require server-side calculation and rendering, which reduces the cost of the server;
  • the cloud game solution implemented by the present invention only needs to transfer game data during the game process, and the on-demand download and different levels of compression greatly reduce the traffic in distribution.
  • the game screen is transmitted to the client through the network in video format.
  • the present invention can save over 99% of traffic costs;
  • the game screen is transmitted to the client through the network in video format, and user input also needs to be transmitted to the server through the network.
  • Network delay is inevitable, and network jitter seriously affects user experience.
  • the data access supported by the present invention can achieve the same zero network delay as accessing local data, and user input is processed locally without network transmission, so as to achieve no lag in the game process;
  • the game supported by the present invention can run in the ultra-high definition + ultra-high refresh rate mode, and has no additional requirements on the network.
  • existing cloud games cannot support such high-quality game quality due to server costs, bandwidth costs, and network delay and jitter;
  • Fig. 1 is a schematic block diagram of an efficient and low-cost cloud game system provided by the present invention
  • Fig. 2 is a block diagram of the user terminal runtime of the high-efficiency and low-cost cloud game system provided by the present invention
  • FIG. 3 is a block diagram of the data preprocessing subsystem of the general data of the high-efficiency and low-cost cloud game system provided by the present invention
  • Fig. 4 is a block diagram of an intelligent service terminal system of an efficient and low-cost cloud game system provided by the present invention.
  • Fig. 5 is a data compression flow chart of the high-efficiency and low-cost cloud game system provided by the present invention.
  • the high-efficiency and low-cost cloud game system includes a client operating system, an intelligent data access prediction subsystem, an intelligent service subsystem, a data preprocessing subsystem for general data, general compression and Data compression subsystem combined with special compression, data distribution algorithm combined with prediction and instruction;
  • the user-side operating system is responsible for starting the game when it is running, and maps the game's access to data into local cache and server-side data access, which is transparent to the user; the runtime will continue to communicate with the server to report the user's current behavior and the game Context information, the server will intelligently predict the data that the user may use next; or pull the data that is currently needed but not in the cache; the runtime accepts the data returned by the server, and performs necessary decompression, decryption and Transcoding to meet the running requirements of the game, adding local cache. And manage the local cache according to user information, remaining storage space, server instructions, and specific algorithms;
  • user behavior and game behavior will be collected, including key presses, key press duration, dwell time of each interface, game response, game running context, game data access and other information, and uploaded to the server for subsequent modeling;
  • the intelligent data access prediction subsystem selects Aproiri, naive Bayesian, Bayesian network, K-Means, KNN, DBSCAN, SVM, LSTM, CNN, AdaBoost, GBDT, RandomForest and other machine learning algorithms, and uses one of these algorithms or Multiple combinations to build a pool of machine learning algorithms;
  • the intelligent service terminal system can comprehensively process the user information, device information, network status, user behavior and game context, etc. incoming from the client terminal, including login, authentication, authorization, selection of the appropriate intelligent data access prediction model, selection of the corresponding High-quality model and compression algorithm, send the data required by the user to the user in advance or on demand, and encrypt the data according to the settings during the process;
  • the data preprocessing subsystem of general data divides the data into data blocks of appropriate size according to the model and data characteristics established by the intelligent data access prediction subsystem, and selects different compression algorithms to compress the data blocks. Based on the user's use of specific data, the nature and function of the data, and the impact of the intelligent data access prediction subsystem on the user experience, the data blocks are dynamically allocated to the corresponding storage area on the server, that is, the cold data area.
  • General data area hot data area (such as PCIE accelerated storage area, server memory cache), accelerated data storage area (our company or third-party CDN);
  • a data compression subsystem that combines general and special compression.
  • game data such as code, configuration, text, models, audio, video, textures, graphics, images, values, others, etc.
  • code, configuration, text, model, value and other data that need to be accurately transmitted, according to its data characteristics and effectiveness requirements (compression, and decompression time consumption)
  • select a specific general compression (lossless) algorithm such as 7z, LZMA, zip etc.
  • different compression parameters for audio, video, texture, graphics, images and other data, according to the effectiveness requirements and user service level
  • use appropriate lossless or lossy compression algorithms such as image png, jpeg, webp, etc., audio aac, mp3, etc., video mpeg, mpeg4, H264, H265, VP8, VP9, etc., and our self-developed algorithm
  • different bit rates or resolutions and other parameters to generate compressed data of different quality .
  • a data distribution algorithm that combines prediction and instruction. Under normal circumstances, the system downloads and pulls data based on user behavior and program behavior, as well as the model generated by the intelligent data access prediction subsystem; the data distribution subsystem also supports game developers to implant instructions according to the protocol, when the instruction execution condition is triggered , the data distribution subsystem will pull specific data according to the instruction. In the combination of prediction and instruction, data access can achieve the same zero network delay as accessing local data, so as to achieve no lag in the game process.

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Abstract

A highly-efficient and low-cost cloud game system, comprising a user-side running system, a smart data access prediction subsystem, a smart service-side subsystem, a data preprocessing subsystem for general data, a data compression subsystem combining general compression and special compression, and a data distribution algorithm combining prediction and instructions. The present application belongs to the technical field of games, and in particular relates to a highly-efficient and low-cost cloud game system. During a game process, a service side distributes game source data to be used, and a user side receives the game source data and locally executes calculation and rendering. Therefore, the requirements for instantly playing once a game is opened, reducing the requirements for a network, reducing game lagging, supporting high-quality game pictures, etc. are met. Moreover, since the service side does not need to perform rendering, and what is distributed is compressed source data, the server cost and the bandwidth cost are greatly reduced, thereby solving the problem of it being impossible to achieve "economies of scale" in the current cloud game.

Description

一种高效低成本的云游戏系统A high-efficiency and low-cost cloud gaming system 技术领域technical field
本发明属于游戏技术领域,具体是指一种高效低成本的云游戏系统。The invention belongs to the technical field of games, and specifically refers to a high-efficiency and low-cost cloud game system.
背景技术Background technique
随着计算机和游戏技术的高速发展,游戏容量爆炸式增长,一些大型游戏的容量往往已经超过200GB,有些公司的游戏甚至超过了2000TB。另一方面,这些游戏要求的计算能力(CPU和GPU的处理能力)也比较高。因此,在现有技术下,这些大型游戏分发和运行就成了问题,所以如何降低游戏触达用户的成本,即用户的获取成本和运行成本,成为当务之急。With the rapid development of computer and game technology, the capacity of games has grown explosively. The capacity of some large games has often exceeded 200GB, and the games of some companies have even exceeded 2000TB. On the other hand, the computing power (processing power of CPU and GPU) required by these games is relatively high. Therefore, under the existing technology, the distribution and operation of these large-scale games has become a problem, so how to reduce the cost of reaching users for games, that is, user acquisition costs and operating costs, has become a top priority.
技术问题technical problem
云游戏是一种解决方案,即在云端服务器上运行游戏,将游戏的画面以流媒体的方式传送到用户端,并将用户端的输入(按键,语音,体感输入等)传递给服务器。这样解决了用户的下载安装和运行问题,但成本高(游戏购买成本,服务器成本,带宽成本,运营成本等,其中服务器成本和带宽成本是主要部分),而且由于游戏的高度动态特征(实时生成,很难复用),导致服务器成本无法在用户间摊薄,即服务器成本和带宽成本决定了当前的云游戏实现方式无法做到“规模经济”,亦即当前云游戏单位成本随用户规模增加没有出现明显下降。Cloud gaming is a solution that runs the game on a cloud server, transmits the game screen to the client in the form of streaming media, and transmits the input from the client (button, voice, motion sensory input, etc.) to the server. This solves the user's download, installation and running problems, but the cost is high (game purchase cost, server cost, bandwidth cost, operating cost, etc., of which server cost and bandwidth cost are the main parts), and due to the highly dynamic characteristics of the game (real-time generated , it is difficult to reuse), resulting in that the server cost cannot be diluted among users, that is, the server cost and bandwidth cost determine that the current cloud game implementation method cannot achieve "economy of scale", that is, the current cloud game unit cost does not increase with the increase in user scale. There was a marked decline.
技术解决方案technical solution
为了解决上述难题,本发明提供了一种高效低成本的云游戏系统,游戏过程中,服务端分发即将被用到游戏源数据,用户端接收游戏源数据并在本地执行计算和渲染。解决了即开即玩,降低对网络要求,减少游戏卡顿,支持高质量游戏画面等需求。而且由于无需服务端渲染,并且分发的是压缩后的源数据,极大的降低了服务器成本和带宽成本,解决了当前云游戏无法“规模经济”的问题。In order to solve the above problems, the present invention provides an efficient and low-cost cloud game system. During the game process, the server distributes the game source data to be used, and the client receives the game source data and performs calculation and rendering locally. It solves the needs of playing immediately, reducing network requirements, reducing game lag, and supporting high-quality game screens. And since there is no need for server-side rendering, and the compressed source data is distributed, server costs and bandwidth costs are greatly reduced, and the problem of "economies of scale" that cannot be solved in current cloud games is solved.
为了实现上述功能,本发明采取的技术方案如下:一种高效低成本的云游戏系统,包括用户端运行系统、智能数据访问预测子系统、智能服务端子系统、通用数据的数据预处理子系统、通用压缩和特殊压缩相结合的数据压缩子系统、预测和指令相结合的数据分发算法;In order to realize the above-mentioned functions, the technical solution adopted by the present invention is as follows: a high-efficiency and low-cost cloud game system, including a client operating system, an intelligent data access prediction subsystem, an intelligent service terminal system, a data preprocessing subsystem for general data, Data compression subsystem combining general compression and special compression, data distribution algorithm combining prediction and instruction;
用户端运行系统运行时负责启动游戏,并将游戏对数据的访问映射成对本地缓存和服务端数据的访问,并对用户透明;运行时会持续和服务端通信,上告用户当前的行为和游戏上下文信息,服务器端会智能预测用户接下来可能会用到的数据;或者拉取当前需要但是没有在缓存中的数据;运行时接受服务端返回的数据,并根据协议进行必要的解压、解密和转码,满足游戏的运行需求,加入本地缓存。并按照用户信息,剩余存储空间,服务端指令,按照特定的算法来管理本地缓存;The user-side operating system is responsible for starting the game when it is running, and maps the game's access to data into local cache and server-side data access, which is transparent to the user; the runtime will continue to communicate with the server to report the user's current behavior and the game Context information, the server will intelligently predict the data that the user may use next; or pull the data that is currently needed but not in the cache; the runtime accepts the data returned by the server, and performs necessary decompression, decryption and Transcoding to meet the running requirements of the game, adding local cache. And manage the local cache according to user information, remaining storage space, server instructions, and specific algorithms;
运行时中会收集用户行为和游戏行为,包括按键,按键时长,各界面停留时间,游戏响应,游戏运行上下文,游戏数据访问等信息,上传到服务端供后续建模;During runtime, user behavior and game behavior will be collected, including key presses, key press duration, dwell time of each interface, game response, game running context, game data access and other information, and uploaded to the server for subsequent modeling;
智能数据访问预测子系统选取了Aproiri,朴素贝叶斯,贝叶斯网络,K-Means,KNN,DBSCAN,SVM,LSTM,CNN,AdaBoost,GBDT,RandomForest等机器学习算法,将这些算法的一个或者多个组合,构建了机器学习算法池;The intelligent data access prediction subsystem selects Aproiri, naive Bayesian, Bayesian network, K-Means, KNN, DBSCAN, SVM, LSTM, CNN, AdaBoost, GBDT, RandomForest and other machine learning algorithms, and uses one of these algorithms or Multiple combinations to build a pool of machine learning algorithms;
使用机器学习算法池中不同的算法处理所收集的用户行为和程序行为,并结合数据的类型和特性,为不同用户和不同数据建立了数据访问预测模型;这些模型可以根据用户行为和程序行为,预测出用户接下来需要的数据;Use different algorithms in the machine learning algorithm pool to process the collected user behavior and program behavior, and combine the types and characteristics of the data to establish data access prediction models for different users and different data; these models can be based on user behavior and program behavior, Predict the data that the user will need next;
对每个用户的每个数据,在模型评价阶段,根据小样本下的稳定性,预测成功率,计算复杂度等指标选择表现最好的前几个模型;For each data of each user, in the model evaluation stage, select the top models with the best performance according to the stability under small samples, prediction success rate, computational complexity and other indicators;
智能服务端子系统,能够对用户端传入的用户信息,设备信息,网络状况,用户行为和游戏上下文等进行综合处理,包括登陆,鉴权,授权,选择合适的智能数据访问预测模型,选择对应品质的模型和压缩算法,将用户所需要的数据提前或者按需发送给用户,过程中会根据设定对数据进行加密;The intelligent service terminal system can comprehensively process the user information, device information, network status, user behavior and game context, etc. incoming from the client terminal, including login, authentication, authorization, selection of the appropriate intelligent data access prediction model, selection of the corresponding High-quality model and compression algorithm, send the data required by the user to the user in advance or on demand, and encrypt the data according to the settings during the process;
通用数据的数据预处理子系统根据智能数据访问预测子系统建立的模型和数据特性,数据预处理子系统将数据划分成合适大小的数据块,选择不同的压缩算法对数据块进行压缩。综合用户对特定数据使用情况,和该数据的性质和作用,以及智能数据访问预测子系统对用户体验的影响程度的打分,将数据块动态分配到服务器上对应的存储区,即冷数据区,一般数据区,热数据区(比如PCIE加速存储区,服务器内存缓存),加速数据存储区(本公司或第三方CDN);The data preprocessing subsystem of general data divides the data into data blocks of appropriate size according to the model and data characteristics established by the intelligent data access prediction subsystem, and selects different compression algorithms to compress the data blocks. Based on the user's use of specific data, the nature and function of the data, and the impact of the intelligent data access prediction subsystem on the user experience, the data blocks are dynamically allocated to the corresponding storage area on the server, that is, the cold data area. General data area, hot data area (such as PCIE accelerated storage area, server memory cache), accelerated data storage area (our company or third-party CDN);
通用压缩和特殊压缩相结合的数据压缩子系统。游戏数据有不同类型,比如代码,配置,文本,模型,mesh,音频,视频,纹理,图形,图像,数值,其他格式化数据和通用数据等。针对需要精确传输的代码,配置,文本,数值等数据,根据其数据特点和实效性要求(压缩,和解压时间消耗),选取特定的通用压缩(无损)算法(比如7z,LZMA,zip等)和不同的压缩参数进行压缩;而对音频,视频,纹理,mesh,图形,图像等格式化数据,根据实效性要求和用户服务等级,使用合适的无损或有损压缩算法(如图像的png,jpeg,webp等,音频的aac,mp3等,视频的mpeg,mpeg4,H264,H265,VP8,VP9等,以及我们自研的模型Mesh压缩算法)以及不同的码率或分辨率等参数,生成不同品质的压缩后数据。用户端的运行时在接受到数据之后会根据需要进行解压缩和转码,得到可用的数据;A data compression subsystem that combines general and special compression. There are different types of game data, such as code, configuration, text, models, mesh, audio, video, textures, graphics, images, values, other formatted data, and generic data. For the code, configuration, text, value and other data that need to be accurately transmitted, according to its data characteristics and effectiveness requirements (compression, and decompression time consumption), select a specific general compression (lossless) algorithm (such as 7z, LZMA, zip, etc.) Compression with different compression parameters; for formatted data such as audio, video, texture, mesh, graphics, images, etc., use appropriate lossless or lossy compression algorithms (such as image png, jpeg, webp, etc., audio aac, mp3, etc., video mpeg, mpeg4, H264, H265, VP8, VP9, etc., and our self-developed model Mesh compression algorithm) and different bit rates or resolutions and other parameters, generate different quality compressed data. After receiving the data, the client's runtime will decompress and transcode as needed to obtain available data;
预测和指令相结合的数据分发算法。在通常情况下,系统根据用户行为和程序行为,以及智能数据访问预测子系统生成的模型来下载拉取数据;数据分发子系统也支持游戏开发者按照协议植入指令,当触发指令执行条件时,数据分发子系统会按照指令来拉取特定数据。预测和指令相结合方式下,数据访问可以达到和访问本地数据一样0网络延时,从而达到游戏过程无卡顿。A data distribution algorithm that combines prediction and instruction. Under normal circumstances, the system downloads and pulls data based on user behavior and program behavior, as well as the model generated by the intelligent data access prediction subsystem; the data distribution subsystem also supports game developers to implant instructions according to the protocol, when the instruction execution condition is triggered , the data distribution subsystem will pull specific data according to the instruction. In the combination of prediction and instruction, data access can achieve the same zero network delay as accessing local data, so as to achieve no lag in the game process.
有益效果Beneficial effect
本发明采取上述结构取得有益效果如下:本发明提供的高效低成本的云游戏系统,设计合理,包括以下优点:The present invention adopts the above-mentioned structure to obtain beneficial effects as follows: the high-efficiency and low-cost cloud game system provided by the present invention has a reasonable design and includes the following advantages:
(1)            在运行时支持下,游戏无需下载,无需安装,即点即玩;现存云游戏方案中,游戏在服务器计算和渲染,游戏画面以视频格式通过网络传给客户端。和现存云游戏方案比,本发明无需服务端计算和渲染,减少了服务器的成本;(1) With the support of runtime, the game does not need to be downloaded or installed, and it can be played immediately; in the existing cloud game solution, the game is calculated and rendered on the server, and the game screen is transmitted to the client through the network in video format. Compared with the existing cloud game solutions, the present invention does not require server-side calculation and rendering, which reduces the cost of the server;
(2)            本发明实现的云游戏方案在游戏过程中,只需要传递游戏数据,而且按需下载和不同层级的压缩极大地降低了分发中的流量。现存云游戏方案中,游戏画面以视频格式通过网络传给客户端。和现存云游戏方案相比,本发明能够节省超99%的流量成本;(2) The cloud game solution implemented by the present invention only needs to transfer game data during the game process, and the on-demand download and different levels of compression greatly reduce the traffic in distribution. In the existing cloud game solution, the game screen is transmitted to the client through the network in video format. Compared with existing cloud game solutions, the present invention can save over 99% of traffic costs;
(3)            现存云游戏方案中,游戏画面以视频格式通过网络传给客户端,用户输入也需要通过网络传到服务器端,网络延时不可避免,网络抖动严重影响用户体验。本发明支持的数据访问可以达到和访问本地数据一样0网络延时,而且用户输入是在用户本地处理无需网络传输,从而达到游戏过程无卡顿;(3) In existing cloud game solutions, the game screen is transmitted to the client through the network in video format, and user input also needs to be transmitted to the server through the network. Network delay is inevitable, and network jitter seriously affects user experience. The data access supported by the present invention can achieve the same zero network delay as accessing local data, and user input is processed locally without network transmission, so as to achieve no lag in the game process;
(4)            数据访问智能预测+数据多重压缩,降低了对网络带宽的要求,而且增加了对网络抖动的容忍程度,相比现存云游戏,极大地提高了弱网环境下的用户体验;(4) Intelligent prediction of data access + multiple data compression reduces the requirements for network bandwidth and increases the tolerance for network jitter. Compared with existing cloud games, it greatly improves the user experience in weak network environments;
(5)            由于是本地计算渲染,本发明支持的游戏可以运行在超高清+超高刷新率模式下,并对网络无额外要求。而现存云游戏由于服务器成本和带宽成本以及网络延时和抖动,无法支撑如此高质量的游戏品质;(5) Due to the local calculation and rendering, the game supported by the present invention can run in the ultra-high definition + ultra-high refresh rate mode, and has no additional requirements on the network. However, existing cloud games cannot support such high-quality game quality due to server costs, bandwidth costs, and network delay and jitter;
(6)            极大地降低了游戏对用户端存储容量的要求,在本发明的支持下,用户理论上可以拥有无限个游戏。(6) The requirements of the game on the storage capacity of the user end are greatly reduced. With the support of the present invention, the user can theoretically have unlimited games.
附图说明Description of drawings
图1为本发明提供的高效低成本的云游戏系统的示意框图;Fig. 1 is a schematic block diagram of an efficient and low-cost cloud game system provided by the present invention;
图2为本发明提供的高效低成本的云游戏系统的用户端运行时框图;Fig. 2 is a block diagram of the user terminal runtime of the high-efficiency and low-cost cloud game system provided by the present invention;
图3为本发明提供的高效低成本的云游戏系统的通用数据的数据预处理子系统框图;3 is a block diagram of the data preprocessing subsystem of the general data of the high-efficiency and low-cost cloud game system provided by the present invention;
图4为本发明提供的高效低成本的云游戏系统的智能服务端子系统框图;Fig. 4 is a block diagram of an intelligent service terminal system of an efficient and low-cost cloud game system provided by the present invention;
图5为本发明提供的高效低成本的云游戏系统的数据压缩流程图。Fig. 5 is a data compression flow chart of the high-efficiency and low-cost cloud game system provided by the present invention.
本发明的实施方式Embodiments of the present invention
下面将结合附图对本发明的技术方案进行清楚、完整地描述,显然,所描述的实施例是本发明一部分实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都属于本发明保护的范围。The technical solutions of the present invention will be clearly and completely described below in conjunction with the accompanying drawings. Apparently, the described embodiments are part of the embodiments of the present invention, but not all of them. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without making creative efforts belong to the protection scope of the present invention.
在本发明的描述中,需要说明的是,术语“中心”、“上”、“下”、“左”、“右”、“竖直”、“水平”、“内”、“外”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本发明和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本发明的限制。此外,术语“第一”、“第二”、“第三”仅用于描述目的,而不能理解为指示或暗示相对重要性。以下结合附图,对本发明做进一步详细说明。In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer" etc. The indicated orientation or positional relationship is based on the orientation or positional relationship shown in the drawings, and is only for the convenience of describing the present invention and simplifying the description, rather than indicating or implying that the referred device or element must have a specific orientation, or in a specific orientation. construction and operation, therefore, should not be construed as limiting the invention. In addition, the terms "first", "second", and "third" are used for descriptive purposes only, and should not be construed as indicating or implying relative importance. The present invention will be described in further detail below in conjunction with the accompanying drawings.
如图1-5所示,本发明提供的高效低成本的云游戏系统,包括用户端运行系统、智能数据访问预测子系统、智能服务端子系统、通用数据的数据预处理子系统、通用压缩和特殊压缩相结合的数据压缩子系统、预测和指令相结合的数据分发算法;As shown in Figures 1-5, the high-efficiency and low-cost cloud game system provided by the present invention includes a client operating system, an intelligent data access prediction subsystem, an intelligent service subsystem, a data preprocessing subsystem for general data, general compression and Data compression subsystem combined with special compression, data distribution algorithm combined with prediction and instruction;
用户端运行系统运行时负责启动游戏,并将游戏对数据的访问映射成对本地缓存和服务端数据的访问,并对用户透明;运行时会持续和服务端通信,上告用户当前的行为和游戏上下文信息,服务器端会智能预测用户接下来可能会用到的数据;或者拉取当前需要但是没有在缓存中的数据;运行时接受服务端返回的数据,并根据协议进行必要的解压、解密和转码,满足游戏的运行需求,加入本地缓存。并按照用户信息,剩余存储空间,服务端指令,按照特定的算法来管理本地缓存;The user-side operating system is responsible for starting the game when it is running, and maps the game's access to data into local cache and server-side data access, which is transparent to the user; the runtime will continue to communicate with the server to report the user's current behavior and the game Context information, the server will intelligently predict the data that the user may use next; or pull the data that is currently needed but not in the cache; the runtime accepts the data returned by the server, and performs necessary decompression, decryption and Transcoding to meet the running requirements of the game, adding local cache. And manage the local cache according to user information, remaining storage space, server instructions, and specific algorithms;
运行时中会收集用户行为和游戏行为,包括按键,按键时长,各界面停留时间,游戏响应,游戏运行上下文,游戏数据访问等信息,上传到服务端供后续建模;During runtime, user behavior and game behavior will be collected, including key presses, key press duration, dwell time of each interface, game response, game running context, game data access and other information, and uploaded to the server for subsequent modeling;
智能数据访问预测子系统选取了Aproiri,朴素贝叶斯,贝叶斯网络,K-Means,KNN,DBSCAN,SVM,LSTM,CNN,AdaBoost,GBDT,RandomForest等机器学习算法,将这些算法的一个或者多个组合,构建了机器学习算法池;The intelligent data access prediction subsystem selects Aproiri, naive Bayesian, Bayesian network, K-Means, KNN, DBSCAN, SVM, LSTM, CNN, AdaBoost, GBDT, RandomForest and other machine learning algorithms, and uses one of these algorithms or Multiple combinations to build a pool of machine learning algorithms;
使用机器学习算法池中不同的算法处理所收集的用户行为和程序行为,并结合数据的类型和特性,为不同用户和不同数据建立了数据访问预测模型;这些模型可以根据用户行为和程序行为,预测出用户接下来需要的数据;Use different algorithms in the machine learning algorithm pool to process the collected user behavior and program behavior, and combine the types and characteristics of the data to establish data access prediction models for different users and different data; these models can be based on user behavior and program behavior, Predict the data that the user will need next;
对每个用户的每个数据,在模型评价阶段,根据小样本下的稳定性,预测成功率,计算复杂度等指标选择表现最好的前几个模型;For each data of each user, in the model evaluation stage, select the top models with the best performance according to the stability under small samples, prediction success rate, computational complexity and other indicators;
智能服务端子系统,能够对用户端传入的用户信息,设备信息,网络状况,用户行为和游戏上下文等进行综合处理,包括登陆,鉴权,授权,选择合适的智能数据访问预测模型,选择对应品质的模型和压缩算法,将用户所需要的数据提前或者按需发送给用户,过程中会根据设定对数据进行加密;The intelligent service terminal system can comprehensively process the user information, device information, network status, user behavior and game context, etc. incoming from the client terminal, including login, authentication, authorization, selection of the appropriate intelligent data access prediction model, selection of the corresponding High-quality model and compression algorithm, send the data required by the user to the user in advance or on demand, and encrypt the data according to the settings during the process;
通用数据的数据预处理子系统根据智能数据访问预测子系统建立的模型和数据特性,数据预处理子系统将数据划分成合适大小的数据块,选择不同的压缩算法对数据块进行压缩。综合用户对特定数据使用情况,和该数据的性质和作用,以及智能数据访问预测子系统对用户体验的影响程度的打分,将数据块动态分配到服务器上对应的存储区,即冷数据区,一般数据区,热数据区(比如PCIE加速存储区,服务器内存缓存),加速数据存储区(本公司或第三方CDN);The data preprocessing subsystem of general data divides the data into data blocks of appropriate size according to the model and data characteristics established by the intelligent data access prediction subsystem, and selects different compression algorithms to compress the data blocks. Based on the user's use of specific data, the nature and function of the data, and the impact of the intelligent data access prediction subsystem on the user experience, the data blocks are dynamically allocated to the corresponding storage area on the server, that is, the cold data area. General data area, hot data area (such as PCIE accelerated storage area, server memory cache), accelerated data storage area (our company or third-party CDN);
通用压缩和特殊压缩相结合的数据压缩子系统。游戏数据有不同类型,比如代码,配置,文本,模型,音频,视频,纹理,图形,图像,数值,其他等。针对需要精确传输的代码,配置,文本,模型,数值等数据,根据其数据特点和实效性要求(压缩,和解压时间消耗),选取特定的通用压缩(无损)算法(比如7z,LZMA,zip等)和不同的压缩参数进行压缩;而对音频,视频,纹理,图形,图像等数据,根据实效性要求和用户服务等级,使用合适的无损或有损压缩算法(如图像的png,jpeg,webp等,音频的aac,mp3等,视频的mpeg,mpeg4,H264,H265,VP8,VP9等,以及我们自研的算法)以及不同的码率或分辨率等参数,生成不同品质的压缩后数据。用户端的运行时在接受到数据之后会根据需要进行解压缩和转码,得到可用的数据;A data compression subsystem that combines general and special compression. There are different types of game data such as code, configuration, text, models, audio, video, textures, graphics, images, values, others, etc. For the code, configuration, text, model, value and other data that need to be accurately transmitted, according to its data characteristics and effectiveness requirements (compression, and decompression time consumption), select a specific general compression (lossless) algorithm (such as 7z, LZMA, zip etc.) and different compression parameters; and for audio, video, texture, graphics, images and other data, according to the effectiveness requirements and user service level, use appropriate lossless or lossy compression algorithms (such as image png, jpeg, webp, etc., audio aac, mp3, etc., video mpeg, mpeg4, H264, H265, VP8, VP9, etc., and our self-developed algorithm) and different bit rates or resolutions and other parameters to generate compressed data of different quality . After receiving the data, the client's runtime will decompress and transcode as needed to obtain available data;
预测和指令相结合的数据分发算法。在通常情况下,系统根据用户行为和程序行为,以及智能数据访问预测子系统生成的模型来下载拉取数据;数据分发子系统也支持游戏开发者按照协议植入指令,当触发指令执行条件时,数据分发子系统会按照指令来拉取特定数据。预测和指令相结合方式下,数据访问可以达到和访问本地数据一样0网络延时,从而达到游戏过程无卡顿。A data distribution algorithm that combines prediction and instruction. Under normal circumstances, the system downloads and pulls data based on user behavior and program behavior, as well as the model generated by the intelligent data access prediction subsystem; the data distribution subsystem also supports game developers to implant instructions according to the protocol, when the instruction execution condition is triggered , the data distribution subsystem will pull specific data according to the instruction. In the combination of prediction and instruction, data access can achieve the same zero network delay as accessing local data, so as to achieve no lag in the game process.
以上对本发明及其实施方式进行了描述,这种描述没有限制性,附图中所示的也只是本发明的实施方式之一,实际的结构并不局限于此。总而言之如果本领域的普通技术人员受其启示,在不脱离本发明创造宗旨的情况下,不经创造性的设计出与该技术方案相似的结构方式及实施例,均应属于本发明的保护范围。The present invention and its implementations have been described above, and this description is not limiting. What is shown in the drawings is only one of the implementations of the present invention, and the actual structure is not limited thereto. All in all, if a person of ordinary skill in the art is inspired by it, without departing from the inventive concept of the present invention, without creatively designing a structure and an embodiment similar to the technical solution, it shall fall within the scope of protection of the present invention.

Claims (8)

  1. 一种高效低成本的云游戏系统,其特征在于:包括用户端运行系统、智能数据访问预测子系统、智能服务端子系统、通用数据的数据预处理子系统、通用压缩和特殊压缩相结合的数据压缩子系统、预测和指令相结合的数据分发算法。A high-efficiency and low-cost cloud game system, characterized in that: it includes a user-side operating system, an intelligent data access prediction subsystem, an intelligent service terminal system, a data preprocessing subsystem for general data, and a data combination of general compression and special compression A data distribution algorithm that combines compression subsystems, predictions, and instructions.
  2. 根据权利要求1所述的一种高效低成本的云游戏系统,其特征在于:所述用户端运行系统运行时负责启动游戏,将游戏对数据的访问映射成对本地缓存和服务端数据的访问,并对用户透明;运行时会持续和服务端通信,上告用户当前的行为和游戏上下文信息,服务器端智能预测用户接下来能够用到的数据;或者拉取当前需要但是没有在缓存中的数据;运行时接受服务端返回的数据,并根据协议进行解压、解密和转码,满足游戏的运行需求,加入本地缓存;并按照用户信息,剩余存储空间,服务端指令,按照算法来管理本地缓存;运行时收集用户行为和游戏行为,上传到服务端供后续建模。A high-efficiency and low-cost cloud gaming system according to claim 1, characterized in that: the client running system is responsible for starting the game when running, and maps the game's access to data into local cache and server data access , and transparent to the user; the runtime will continue to communicate with the server, report the user's current behavior and game context information, and the server will intelligently predict the data that the user can use next; or pull the data that is currently needed but not in the cache ;Accept the data returned by the server at runtime, and decompress, decrypt, and transcode according to the protocol to meet the running requirements of the game, and add the local cache; and manage the local cache according to the user information, remaining storage space, and server instructions according to the algorithm ; Collect user behavior and game behavior during runtime, and upload to the server for subsequent modeling.
  3. 根据权利要求2所述的一种高效低成本的云游戏系统,其特征在于:运行时收集用户行为和游戏行为包括按键,按键时长,各界面停留时间,游戏响应,游戏运行上下文,游戏数据访问信息。A high-efficiency and low-cost cloud game system according to claim 2, characterized in that: the collection of user behavior and game behavior during runtime includes key presses, key press duration, dwell time of each interface, game response, game running context, and game data access information.
  4. 根据权利要求1所述的一种高效低成本的云游戏系统,其特征在于:所述智能数据访问预测子系统选取机器学习算法,将这些算法的一个或者多个组合,构建了机器学习算法池;A high-efficiency and low-cost cloud game system according to claim 1, characterized in that: the intelligent data access prediction subsystem selects machine learning algorithms, and combines one or more of these algorithms to build a machine learning algorithm pool ;
    使用机器学习算法池中不同的算法处理所收集的用户行为和程序行为,并结合数据的类型和特性,为不同用户和不同数据建立了数据访问预测模型;并预测出用户接下来需要的数据;Use different algorithms in the machine learning algorithm pool to process the collected user behavior and program behavior, and combine the types and characteristics of the data to establish a data access prediction model for different users and different data; and predict the data that users will need next;
    对每个用户的每个数据,在模型评价阶段,根据小样本下的稳定性,预测成功率,计算复杂度等指标选择表现好的前几个模型。For each data of each user, in the model evaluation stage, the top models with good performance are selected according to indicators such as stability under small samples, prediction success rate, and computational complexity.
  5. 根据权利要求1所述的一种高效低成本的云游戏系统,其特征在于:所述智能服务端子系统对用户端传入的用户信息、设备信息、网络状况、用户行为和游戏上下文进行综合处理,包括登陆、鉴权、授权,选择智能数据访问预测模型,选择对应品质的模型和压缩算法,将用户所需要的数据提前或者按需发送给用户,过程中根据设定对数据进行加密。A high-efficiency and low-cost cloud game system according to claim 1, characterized in that: the intelligent service terminal system comprehensively processes the user information, device information, network status, user behavior and game context transmitted from the client terminal , including login, authentication, authorization, selection of intelligent data access prediction model, selection of corresponding quality model and compression algorithm, sending the data required by the user to the user in advance or on demand, and encrypting the data according to the settings during the process.
  6. 根据权利要求1所述的一种高效低成本的云游戏系统,其特征在于:所述通用数据的数据预处理子系统根据智能数据访问预测子系统建立的模型和数据特性,数据预处理子系统将数据划分成数据块,选择不同的压缩算法对数据块进行压缩;综合用户对特定数据使用情况和该数据的性质和作用,以及智能数据访问预测子系统对用户体验的影响程度的打分,将数据块动态分配到服务器上对应的存储区,即冷数据区、一般数据区、热数据区和加速数据存储区。A high-efficiency and low-cost cloud game system according to claim 1, characterized in that: the data preprocessing subsystem of the general data is based on the model and data characteristics established by the intelligent data access prediction subsystem, and the data preprocessing subsystem Divide the data into data blocks, and select different compression algorithms to compress the data blocks; comprehensively integrate the user's rating of the specific data usage, the nature and function of the data, and the impact of the intelligent data access prediction subsystem on the user experience. Data blocks are dynamically allocated to corresponding storage areas on the server, namely cold data area, general data area, hot data area and accelerated data storage area.
  7. 根据权利要求1所述的一种高效低成本的云游戏系统,其特征在于:所述通用压缩和特殊压缩相结合的数据压缩子系统;根据游戏数据的不同类型,针对需要精确传输的代码、配置、文本、模型和数值,根据其数据特点和实效性要求,选取特定的通用压缩算法和不同的压缩参数进行压缩;而对音频、视频、纹理、图形、图像,根据实效性要求和用户服务等级,使用无损或有损压缩算法以及不同的码率或分辨率等参数,生成不同品质的压缩后数据;用户端的运行时在接受到数据之后根据需要进行解压缩和转码,得到可用的数据。A high-efficiency and low-cost cloud game system according to claim 1, characterized in that: the data compression subsystem combining general compression and special compression; according to different types of game data, for codes that need to be accurately transmitted, Configuration, text, model, and value, according to their data characteristics and effectiveness requirements, select a specific general compression algorithm and different compression parameters for compression; for audio, video, texture, graphics, images, according to the effectiveness requirements and user services Level, use lossless or lossy compression algorithm and different parameters such as bit rate or resolution to generate compressed data of different quality; after receiving the data, the runtime of the client performs decompression and transcoding as needed to obtain usable data .
  8. 根据权利要求1所述的一种高效低成本的云游戏系统,其特征在于:所述预测和指令相结合的数据分发算法根据用户行为和程序行为,以及智能数据访问预测子系统生成的模型来下载拉取数据;数据分发子系统支持游戏开发者按照协议植入指令,当触发指令执行条件时,数据分发子系统会按照指令来拉取特定数据;预测和指令相结合方式,数据访问能够达到和访问本地数据一样0网络延时,实现游戏过程无卡顿。A high-efficiency and low-cost cloud game system according to claim 1, characterized in that: the data distribution algorithm combining prediction and instruction is based on user behavior and program behavior, as well as the model generated by the intelligent data access prediction subsystem. Download and pull data; the data distribution subsystem supports game developers to implant instructions according to the protocol. When the instruction execution condition is triggered, the data distribution subsystem will pull specific data according to the instruction; the combination of prediction and instruction can achieve data access. Same as accessing local data, there is no network delay, so there is no lag in the game process.
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