fig1 provides an overview of a typical gaming system . the gaming system ( 100 ) allows for interactions by multiple players ( 110 ) and generates gaming behaviors ( 120 ) that are appropriate based on the player interactions . the system analyses the player interactions ( 130 ) and generates the behavior based on game instance information ( 140 ) that contains information related to how the game with respect to a particular has proceeded until now , and a game state information ( 150 ) that contains information related to a particular game being played . in order to be able to provide persistent gaming environment , the game instance information and game state information needs to be archived in a game database ( 160 and 170 ). the game session matrix containing the information about the various instances of the game being played is analyzed , stored in a database , and retrieved on demand . the game behavior analysis ( 180 ) subsystem generates the game actions based on player actions , game states , and game instances . one of the key requirements of a gaming system is to achieve efficient game state archiving along with game session information . each instance of a game results in a game session and accumulates a large amount of data as the game progresses . the game information archiving and retrieval ( on demand ) needs to be able to efficiently store such a large amount of data . fig2 provides an illustration of game instances and game states . typically , a computer game ( 200 ) is hosted on a server and is accessible over a network . the users get connected to the server and play the game . an instance of the game is a player ( assuming that the game is a single player game ) playing the game ; the game instance stores all the information related to the player &# 39 ; s game . the server is capable of supporting multiple players playing simultaneously and hence , there are several game instances ( 210 ). each game instance is the result of interactions of a set of players essential to play the game ( 215 ). these multiple game instances form part of game session space ( 220 ). each game instance is also associated with a game state ( 230 ) and the several game states form part of a game state space ( 240 ). a game session matrix ( gsm ) ( 300 ) is an information base managed by the game server . the elements of the matrix are indexed by an instance ( 310 ) and a state ( 320 ). for example , 330 is the ith instance &# 39 ; s jth state information . typically , an element of gsm has two distinct components : game dependent portion of the session / state information ( 350 ) and game independent portion of the game session / state information ( 360 ). for example , game independent information includes information such as user profile while game dependent portion includes information such as current game state and the game specific user interactions . consider game session matrix gsm ( 400 ). the figure depicts three distinct kinds of chains , namely , equality chain ( 410 ), near equality chains ( 420 ), and random operator based equality chains ( 430 ). fig4 a provides a brief on different kinds of chains . a brief about the different kinds of chains is provided below ( 450 ): a chain is a sequence of elements of a game session matrix , wherein the elements satisfy certain common one or more properties . each chain has a seed element that forms the basis for the chain . a chain is formed only if the reduction factor associated with the chain exceeds a pre - defined threshold . reduction factor is defined as the amount of reduction achieved by a chain representation of a set of sequence of bytes . equality chains ( eqcs ) ( 410 ): an equality chain is a chain in which the elements of the chain are precisely equal . near equality chains ( necs ) ( 420 ): a near equality chain is a chain in which the elements of the chain are not so precisely equal . that is , the elements are “ similar ” to the seed element based on a pre - defined similarity measure . random operator based equality chains ( recs ) ( 430 ): a random operator based equality chain is a chain in which the elements become equal upon applying of a random operator on the seed element . typical examples of random operator are swap ( x ), add ( a ), and subtract ( s ). fig5 describes an approach for identifying of equality chains . in the following , gsm refers to a session matrix consisting of only game - dependent information . obtain an element ( seed ) ( e ) of gsm in a random manner ( 500 ). determine element e 1 of gsm such that e and e 1 are equal ( 502 ). if so ( 504 ), make e 1 a part of equality chain eqc ( 506 ) and proceed to step 502 . otherwise , ignore e 1 ( 508 ) and if there are more elements in gsm ( 510 ), proceed to step 502 . if there are no more elements in gsm ( 510 ), compute the reduction factor , rf , associated with the formed chain ( 512 ). if rf & gt ; a pre - defined threshold ( 514 ), then an equality chain is identified and output eqc ( 516 ). fig5 a describes an approach for identifying of near equality chains . obtain an element ( seed ) ( e ) of gsm in a random manner ( 530 ). determine element e 1 of gsm such that e and e 1 are not equal ( 532 ). based on a similarity measure ( say , hamming distance ), determine the distance d between e and e 1 ( 534 ). if d is less than a pre - defined threshold ( 536 ), make e 1 a part of near equality chain nec ( 538 ) and proceed to step 532 . otherwise , ignore e 1 ( 540 ) and if there are more elements in gsm ( 542 ), proceed to step 532 . if there are no more elements in gsm ( 542 ), compute the reduction factor , rf , associated with the formed chain ( 544 ). if rf & gt ; a pre - defined threshold ( 546 ), then a near equality chain is identified and output nec ( 548 ). fig5 b describes an approach for identifying of random operator based equality chains . means and an approach for random operator based equality chain identification : this kind of chain is formed based on the possibility of reducing a byte ( byte 2 ) of an element based on a byte ( byte 1 ) of another element . that is , a given operator is applied on byte 1 to check whether it becomes equal to byte 2 . byte 1 is within the scope of the operator from byte 2 . by limiting the number of operators used as part of a chain and the scope of each of these operators , the amount of possible reduction gets enhanced . obtain an element ( seed ) ( e ) of gsm in a random manner ( 560 ). determine element e 1 of gsm such that e and e 1 are not equal and not near equal ( 562 ). based on a similarity measure ( say , hamming distance ), determine the distance d between e and e 1 ( 564 ). check if d is greater than a lower threshold and lesser than an upper threshold ( 566 ). if it is not the case , proceed to step 582 . if so ( 566 ), let b 11 , b 12 , . . . . b 1 x be the byte sequence of e and b 21 , b 22 , . . . , b 2 y be of e 1 ( 568 ). the next step is to check whether a byte of e 1 can be reduced based on an operator ( 570 ). let setop be the set of operators used as part of the chain until now ; let rop be the selected operator and rsop be the scope of the operator ; consider b 1 j and b 2 j ; if b 1 j and b 2 j are equal , set op 1 as 0 ; otherwise , vary op 1 within rsop and check whether b 2 j and rop ( b 1 j , op 1 ) become equal ; if so , replace b 2 j with op 1 ; if no such selection is possible , check if number of operators in setop is & lt ;= threshold 1 ; if so , select an operator from a pre - defined set of all operators and repeat the above step ; if no such selection is possible , b 2 j is formed part of the output . the idea is to use a minimum number of operators to reduce as many elements of the chain being formed as possible . judicious selection of operators and the scope of the operators provide an opportunity to maximize the achievable reduction . repeat step 570 for each byte of the byte sequence of e ( 572 ). based on steps 570 and 572 , form e 1 ′; and compare e 1 ′ and e 1 , determine the reduction factor rf ( 574 ). check if rf exceeds a pre - defined threshold ( 576 ). if so , make e 1 ′ a part of random op based equality chain rec ( 578 ). in this context , e 1 and e are said to be near random operator based equal elements . otherwise ( 576 ), ignore e 1 ( 580 ). check if more elements are available for processing in gsm ( 582 ). if so , proceed to step 562 . otherwise , compute the reduction factor rf associated with the formed chain ( 584 ). check if rf exceeds a pre - defined threshold ( 586 ). if so , a random op based equality chain ( rec ) is identified ; and output rec ( 588 ). consider an illustrative eqc ( 600 ). the seed element ( 605 ) is a sequence of bytes and is represented in entirety . the pair ( i 0 , j 0 ) represents the index of the seed element with respect to gsm ( 610 ). the subsequent elements of eqc are stored based on their respective index pairs . for example , 615 depicts the index pair of the second element . the salient information related to eqc is depicted in 620 : chain size of the depicted eqc is n + 1 with each element size being k bytes . the reduction factor rf is calculated based on the original store size ( os ) and the reduced store size ( rs ). as shown , the original store size is k ( n + 1 ) bytes while the reduced store size is k + 4 ( n + 1 ) and rf is computed as ( os − rs )/ os that is ( k ( n + 1 )−( k + 4 ( n + 1 )))/( k ( n + 1 )). the storage representation of an equality chain is as follows : store the chain size n + 1 , element size k , index pair ( i 0 , j 0 ), seed element , ( i 1 , j 1 ), and so on for all the remaining elements of the equality chain . consider an illustrative nec ( 630 ). the seed element ( 632 ) is a sequence of bytes and is represented in its entirety . the pair ( i 0 , j 0 ) represents the index of the seed element with respect to gsm ( 634 ). the chain size , element size ( k ), ( i 0 , j 0 ), and seed element are stored . the subsequent elements of nec are stored based on their respective index pairs . for example , 636 depicts the index pair of the second element . in nec , the subsequent elements are presented based on their nearness with respect to the seed element . consider the measuring of nearness based on , say , hamming distance criterion . if the two corresponding bytes of the seed element and the element under consideration are same , then the representation includes a byte of zeros . otherwise , the representation of the byte under consideration includes a bit 1 in positions wherever there is a mismatch . note that this is achieved by a logical bit - wise exclusive or ( ex - or ) operation on the two bytes under consideration . once such a sequence of zeros and ones is obtained as a representation of the element under consideration , an encoded byte ( 638 ) is derived as follows : count the number of zeros and represent the least significant bit as 0 and the remaining seven bits encode the number of consecutive zeros ( n11 ). on the other hand , if the count is of contiguous sub - sequence of ones , then the least significant bit is set as 1 . finally , k 1 is the count of bytes encoded as above ( 640 ). the salient information related to nec is depicted in 642 : chain size of the depicted nec is n + 1 with each element size being k bytes . store k , ( i 0 , j 0 ), seed element , k 1 , ( i 1 , j 1 ), k 1 bytes , and so on . the reduction factor rf is calculated based on the original store size ( os ) and the reduced store size ( rs ). as shown , the original store size is k ( n + 1 ) bytes while the reduced store size is k + 4 ( n + 1 )+ 2n +( sum ( k 1 + . . . + kn )) and the rf is computed as ( os − rs )/ os that is ( k ( n + 1 )−( k + 4 ( n + 1 )+ 2n +( sum ( k 1 + . . . + kn ))))/( k ( n + 1 )). fig6 b depicts representing of random operator based equality chains . consider an illustrative rec ( 650 ). the seed element ( 652 ) is a sequence of bytes and is represented in its entirety . the pair ( i 0 , j 0 ) represents the index of the seed element with respect to gsm ( 654 ). the chain size , element size ( k ), ( i 0 , j 0 ), and seed element are stored . the subsequent elements of rec are stored based on their respective index pairs . for example , 656 depicts the index pair of the second element . in rec , a byte , called as operator byte , is used to represent one or two operators that get used in the encoding of the byte sequence ( 658 ). the operator byte encoding is as follows : ( a ) first nibble is the only operator if the second nibble is 0 ( 658 ); else the second nibble encodes the second operator ( 660 ). ( b ) note that the illustrative set of operators include swap ( x ), add ( a ), and subtract ( s ). consider the swap operator . let the scope of the swap operand be m ; this indicates that a byte of the element under consideration is derived by applying the swap operator on the mth byte to the right from the byte in the seed element . in other words , the mth byte of the seed element ( starting from the position of a byte that corresponds with the byte ) and the byte are equal . based on the selected operator or a pair of operators , each data byte of the element under consideration is encoded by a data nibble : ( a ) in case of one operator , the scope of the operator is full data nibble ( 662 ). ( b ) on the other hand , in case of two operators , the scope of any operator is either 6 or 7 bits of data nibble ( 664 ). ( b1 ) in this case , the most significant bit of the data nibble encodes an operator : 0 means first operator and the operand scope is 7 bits ; 1 means second operator and the operand scope is 6 bits . ( b2 ) the remaining bits of the data nibble encode the operand ( 662 and 664 ). ( c ) if the data nibble value is f ( 15 ), then the corresponding byte is stored following the data nibble ( 666 ). the salient information related to rec is depicted in 668 : chain size of the depicted rec is n + 1 with each element size being k bytes . for each row index ( index 1 , . . . , index n ), the store order is ( i , j ) followed by operator byte , followed kth data nibble , ( k − 1 ) th data nibble , and so on until first byte &# 39 ; s corresponding data nibble . the reduction factor rf is calculated based on the original store size ( os ) and the reduced store size ( rs ). as shown , the original store size is k ( n + 1 ) bytes while the reduced store size is k + 2 ( n + 1 )+ n + n *( k / 2 ) ( best case ) and the rf is computed as ( os − rs )/ os that is ( k ( n + 1 )−( k + 2 ( n + 1 )+ n + n *( k / 2 )))/( k ( n + 1 )). fig7 provides an approach for one - level game state reduction . means and an approach for the analysis of a game session matrix : the input for one - level reduction is either a full gsm or a partial gsm . a full gsm is the overall game session matrix while the partial gsm denotes a game session matrix in which each element being a portion of the corresponding element in the full gsm . this element partition is undertaken to check the possibility of achieving further reduction . that is , in the first iteration , the full gsm is analyzed to form as many chains as possible ; if substantial number of elements still remain , then the elements are split into two halves and two gsms are formed : gsm 1 is a partial gsm with its each element being a first portion of the split element and gsm 2 is another partial gsm with second portion of the split elements as its elements . gsm 1 and gsm 2 are separately analyzed for chain identification . obtain full or partial gsm — game session matrix ( 700 ). obtain an element e of gsm and form eqc and let s 1 be the chain size of eqc ( 705 ). check if s 1 & gt ; a pre - defined threshold ( 710 ). if so , store eqc and remove elements of eqc from gsm ( 715 ). repeat steps 705 - 715 until all eqcs are identified ( 720 ). obtain an element of gsm and form nec and let s 2 be the chain size of nec ; compute rf 2 — the reduction factor of nec ( 725 ). check if s 2 & gt ; threshold 21 and rf 2 & gt ; threshold 22 ( 730 ). if so , then store nec and remove elements of nec from gsm ( 735 ). repeat steps 725 - 735 until all necs are identified ( 740 ). obtain an element of gsm and form rec and let s 3 be the chain size of rec ; compute rf 3 — the reduction of rec ( 745 ). check if s 3 & gt ; threshold 31 and rf 3 & gt ; threshold 32 ( 750 ). if so , store rec and remove elements of rec from gsm ( 755 ). repeat steps 745 - 755 until all recs are identified ( 760 ). fig7 a provides an overall approach for game state reduction . means and an overall approach for the analysis of a game session matrix : obtain full gsm , game session matrix ( 770 ). perform one - level state reduction on full gsm ( 772 ). based on the remaining elements of gsm , generate two partial gsms as follows ( 774 ): gsm 1 : first portion of the split of the remaining elements ; gsm 2 : second portion of the split of the remaining elements ; check if opengsms is empty ( 776 ). if opengsms is not empty , then remove partial gsm from opengsms and determine n the number of remaining elements in partial gsm ( 778 ). check if n & lt ; threshold ( 780 ). if so , proceed to step 776 . otherwise , perform one - level state reduction on partial gsm ( 782 ). obtain the element size of the remaining elements of partial gsm . if the element size is & lt ; a pre - defined threshold , then proceed to step 776 . otherwise , based on the remaining elements of partial gsm , generate two partial gsms as follows ( 786 ): gsm 1 : first portion of the split of the remaining elements ; gsm 2 : second portion of the split of the remaining elements ; make gsm 1 and gsm 2 part of opengsms and proceed to step 776 . note that partial gsm contains the elements that did not form part of any of the identified chains . fig8 provides an approach for game session matrix retrieval . means and an approach for the retrieval of a game session matrix : obtain an eqc from store ; and obtain chain size and element size ( k ) ( 800 ). obtain seed element and ( i 0 , j 0 ) from eqc ; and store seed element at ( i 0 , j 0 ) in gsm based on k ( 805 ). store seed element at ( i , j ) for each of the stored indexes until chain size — 1 ( 810 ). repeat steps 800 - 810 for each of the stored eqcs ( 815 ). obtain an nec from store ; and obtain chain size of nec and element size ( k ) ( 820 ). obtain ( i 0 , j 0 ) and seed element from nec ; and store seed element at ( i 0 , j 0 ) in gsm ( 825 ). obtain k 1 ( number of bytes ), obtain the pair of indexes ( i 1 , j 1 ), and obtain the first byte b ( 830 ). determine bit - value and number of bits based on b ; for example , lsb is the bit - value and the remaining 7 bits provide the number of bits ; expand based on bit - value and number of bits into bit sequence ( 835 ). expand bit sequence based on k 1 as above ; convert bit sequence into byte sequence ; and store byte sequence at ( i 1 , j 1 ) in gsm ( 840 ). repeat steps 830 - 840 for each of the stored indexes until chain size — 1 ( 845 ). repeat steps 820 - 845 for each of stored necs ( 850 ). obtain an rec from store ; and obtain chain size and element size ( k ) ( 855 ). obtain ( i 0 , j 0 ) and seed element from rec ; and store seed element at ( i 0 , j 0 ) in gsm based on k ( 860 ). obtain a stored index ( i 1 , j 1 ); obtain operator byte ; and determine number of ops based on operator byte ( 865 ). obtain random op 1 ; and if number of ops is 2 , obtain random op 2 ( 870 ). obtain jth data nibble ; if data nibble is f ( 15 ), obtain data byte and prepend to byte sequence ; otherwise , determine random op based on data nibble , number of ops , random orandom op 1 , and random op 2 ; determine operand based on data nibble ; obtain jth seed byte from seed element ; apply random op on seed byte to determine data byte ; and prepend to byte sequence ( 875 ). expand byte sequence based on element size as above ; and store byte sequence at ( i 1 , j 1 ) in gsm ( 880 ). repeat steps 865 - 880 for each of the stored indexes until chain size — 1 ( 885 ). repeat steps 855 - 885 for each of the stored recs ( 890 ). thus , a system and method for game state reduction based on the analysis of game session matrix is disclosed . although the present invention has been described particularly with reference to the figures , it will be apparent to one of the ordinary skill in the art that the present invention may appear in any number of systems that provide for analysis of a matrix based representation for archival purposes . it is further contemplated that many changes and modifications may be made by one of ordinary skill in the art without departing from the spirit and scope of the present invention .
massively multiplayer network games are fast becoming prevalent all over internet . servers that support such network games demand huge computing and storage infrastructure . storage associated with game servers store game related information as well game - instance related information . game states provide all the information about a game being played and storing them provides an opportunity to continue the game after a pause . an effective representation of game states allows for reduced demand on the storage . an efficient approach for archiving of game states is discussed .