IP Library Granted Patent US 12664214
Granted Patent B2
US 12664214 · App. 17/825,584 · Granted Jun 23, 2026

Systems and methods for automatic generation of social media networks and interactions

Inventors: Tung Thanh Tran (Bradenton, FL); Dongwook Shin (Potomac, MD)
Assignee: IDS TECHNOLOGY LLC
H04L41/145G06Q50/01H04L41/12G06F16/9536H04L51/52
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Quick Facts
Patent No.
US 12664214
App. No.
17/825,584
Filed
May 26, 2022
Granted
Jun 23, 2026
Kind
B2
Art Unit
2459
USPC
709/223
Abstract

A method, computer program product, and computer system for identifying, by a computing device, a first agent on a 2-dimensional plane. A second agent on the 2-dimensional plane may be identified. The first agent and the second agent may follow a set of travel rules that dictate a travel loop between a respective home and a respective target for the first agent and the second agent. The first agent and the second agent may follow a set of collision rules for the first agent and the second agent. A social network may be simulated based upon, at least in part, the set of travel rules and the set of collision rules for the first agent and the second agent.

Claims (42)

1 . A computer-implemented method comprising:

identifying, by a computing device, a first simulated agent on a 2 -dimensional plane, wherein the first simulated agent represents a persona of a first person generated using textual content associated with the first person;

identifying a second simulated agent on the 2-dimensional plane, wherein the second simulated agent represents a persona of a second person generated using textual content associated with the second person;

following, by the first simulated agent and the second simulated agent, a set of travel rules that dictate a travel loop within the 2-dimensional plane between a respective home and a respective target for the first simulated agent and the second simulated agent;

following, by the first simulated agent and the second simulated agent, a set of collision rules for the first simulated agent and the second simulated agent, wherein the set of collision rules determine an outcome of a collision between the first simulated agent and the second simulated agent, wherein the set of collision rules define:

an impact on trajectories of each of the first simulated agent and the second simulated agent within the 2-dimensional plane based upon, at least in part, a number of followers for each simulated agent, and

a movement in the respective home of each simulated agent within the 2-dimensional plane based upon, at least in part, a number of followers for each simulated agent; and

simulating a social network based upon, at least in part, the set of travel rules and the set of collision rules for the first simulated agent and the second simulated agent.

2 . The computer-implemented method of claim 1 wherein a topology of the social network is simulated on the 2-dimensional plane using encoded spatial information.

3 . The computer-implemented method of claim 1 wherein a topology of the social network is simulated on the 2-dimensional plane using local gravity for re-adjusting a respective home position of the first simulated agent and the second simulated agent.

4 . The computer-implemented method of claim 1 wherein a topology of the social network is simulated on the 2-dimensional plane using global gravity for re-adjusting a respective home position of the first simulated agent and the second simulated agent.

5 . The computer-implemented method of claim 1 wherein a topology of the social network is simulated on the 2-dimensional plane using a rate at which followers are acquired by the first simulated agent and the second simulated agent.

6 . The computer-implemented method of claim 1 wherein a topology of the social network is simulated on the 2-dimensional plane using a range that determines a neighborhood of the first simulated agent and the second simulated agent.

7 . The computer-implemented method of claim 1 wherein a topology of the social network is simulated on the 2-dimensional plane using an influence of a follower count on how far the first simulated agent and the second simulated agent are allowed to travel.

8 . A computer program product residing on a non-transitory computer readable storage medium having a plurality of instructions stored thereon which, when executed across one or more processors, causes at least a portion of the one or more processors to perform operations comprising:

identifying a first simulated agent on a 2-dimensional plane, wherein the first simulated agent represents a persona of a first person generated using textual content associated with the first person;

identifying a second simulated agent on the 2-dimensional plane, wherein the second simulated agent represents a persona of a second person generated using textual content associated with the second person;

following, by the first simulated agent and the second simulated agent, a set of travel rules that dictate a travel loop within the 2-dimensional plane between a respective home and a respective target for the first simulated agent and the second simulated agent;

following, by the first simulated agent and the second simulated agent, a set of collision rules for the first simulated agent and the second simulated agent, wherein the set of collision rules determine an outcome of a collision between the first simulated agent and the second simulated agent, wherein the set of collision rules define:

an impact on trajectories of each of the first simulated agent and the second simulated agent within the 2-dimensional plane based upon, at least in part, a number of followers for each simulated agent, and

a movement in the respective home of each simulated agent within the 2-dimensional plane based upon, at least in part, a number of followers for each simulated agent; and

simulating a social network based upon, at least in part, the set of travel rules and the set of collision rules for the first simulated agent and the second simulated agent.

9 . The computer program product of claim 8 wherein a topology of the social network is simulated on the 2-dimensional plane using encoded spatial information.

10 . The computer program product of claim 8 wherein a topology of the social network is simulated on the 2-dimensional plane using local gravity for re-adjusting a respective home position of the first simulated agent and the second simulated agent.

11 . The computer program product of claim 8 wherein a topology of the social network is simulated on the 2-dimensional plane using global gravity for re-adjusting a respective home position of the first simulated agent and the second simulated agent.

12 . The computer program product of claim 8 wherein a topology of the social network is simulated on the 2-dimensional plane using a rate at which followers are acquired by the first simulated agent and the second simulated agent.

13 . The computer program product of claim 8 wherein a topology of the social network is simulated on the 2-dimensional plane using a range that determines a neighborhood of the first simulated agent and the second simulated agent.

14 . The computer program product of claim 8 wherein a topology of the social network is simulated on the 2-dimensional plane using an influence of a follower count on how far the first simulated agent and the second simulated agent are allowed to travel.

15 . A computing system including one or more processors and one or more memories configured to perform operations comprising:

identifying a first simulated agent on a 2-dimensional plane, wherein the first simulated agent represents a persona of a first person generated using textual content associated with the first person;

identifying a second simulated agent on the 2-dimensional plane, wherein the second simulated agent represents a persona of a second person generated using textual content associated with the second person;

following, by the first simulated agent and the second simulated agent, a set of travel rules that dictate a travel loop within the 2-dimensional plane between a respective home and a respective target for the first simulated agent and the second simulated agent;

following, by the first simulated agent and the second simulated agent, a set of collision rules for the first simulated agent and the second simulated agent, wherein the set of collision rules determine an outcome of a collision between the first simulated agent and the second simulated agent, wherein the set of collision rules define:

an impact on trajectories of each of the first simulated agent and the second simulated agent within the 2-dimensional plane based upon, at least in part, a number of followers for each simulated agent, and

a movement in the respective home of each simulated agent within the 2-dimensional plane based upon, at least in part, a number of followers for each simulated agent; and

simulating a social network based upon, at least in part, the set of travel rules and the set of collision rules for the first simulated agent and the second simulated agent.

16 . The computing system of claim 15 wherein a topology of the social network is simulated on the 2-dimensional plane using encoded spatial information.

17 . The computing system of claim 15 wherein a topology of the social network is simulated on the 2-dimensional plane using local gravity for re-adjusting a respective home position of the first simulated agent and the second simulated agent.

18 . The computing system of claim 15 wherein a topology of the social network is simulated on the 2-dimensional plane using global gravity for re-adjusting a respective home position of the first simulated agent and the second simulated agent.

19 . The computing system of claim 15 wherein a topology of the social network is simulated on the 2-dimensional plane using a rate at which followers are acquired by the first simulated agent and the second simulated agent.

20 . The computing system of claim 15 wherein a topology of the social network is simulated on the 2-dimensional plane using a range that determines a neighborhood of the first simulated agent and the second simulated agent.

21 . The computing system of claim 15 wherein a topology of the social network is simulated on the 2-dimensional plane using an influence of a follower count on how far the first simulated agent and the second simulated agent are allowed to travel.