IP Library Granted Patent US 11,232,671
Granted Patent B1
US 11,232,671 · App. 12/873,010 · Granted Jan 25, 2022

Socially-based dynamic rewards in multiuser online games

Inventors: Amitt Mahajan (San Francisco, CA); Roger F. Dickey (San Francisco, CA); Carl Eric Schiermeyer (Burlingame, CA); Jonathan Chang Tien (San Francisco, CA)
Assignee: Zynga Inc.
G07F17/32G06Q20/363
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Quick Facts
Patent No.
US 11,232,671
App. No.
12/873,010
Granted
Jan 25, 2022
Kind
B1
Abstract

The present disclosure relates to games and applications in general and in particular to computer-implemented online games, such as online role-playing games, playable by more than one person from more than one location. The game engine can dynamically determine the type of in-game asset to award to a first player and the types of in-game obstacles to present to the first player by referencing the in-game assets available to other players in the first player's social network and by referencing other game state variables.

Claims (55)

1. A method comprising:

accessing, by a hardware system comprising at least one processor and a memory, a first game account of a player of a game, the game being a computer-implemented multiplayer game, in which multiple players each have a respective set of in-game assets, each in-game asset being a virtual object usable during gameplay to overcome one or more associated in-game obstacles for advancing within the game;

analysing, by the hardware system, in-game assets associated with the first game account;

accessing, by the hardware system, social network information associated with the player, wherein the social network information identifies one or more friends in a social network of the player;

retrieving, by the hardware system, game account information of the one or more friends in the social network of the player, wherein the game account information comprises in-game asset information that indicates, for each of the one or more friends, a respective set of in-game assets for the game;

accessing, by the hardware system, game state information for a game instance of the game associated with the player, the game state information including:

a specific in-game obstacle to be overcome by the player in the game instance; and

an asset requirement for the specific in-game obstacle, the asset requirement identifying a plurality of in-game assets which are together required for overcoming the specific in-game obstacle;

identifying, by the hardware system, with respect to a particular in-game asset forming part of the asset requirement for the specific in-game obstacle, that the in-game asset information for the one or more friends indicates that the particular in-game asset is present in the respective set of in-game assets of at least one of the one or more friends;

in an automated operation performed by the hardware system based at least in part on the in-game asset information of the one or more friends and based at least in part on the asset requirement for the specific in-game obstacle identified by the game state information, generating, for the player, an in-game asset using a pseudo-random function that is structured to generate in-game assets that exclude any particular in-game asset identified as forming part of the asset requirement and identified as being included in the in-game asset information of the one or more friends; and

displaying the in-game asset in a game user interface for the game instance, making the in-game asset available to the player.

2. The method of claim 1 , further comprising:

retrieving in-game asset information of the player; and

wherein generating the in-game asset for the player is further based on current in-game assets of the player.

3. The method of claim 2 , wherein:

the game state information comprises game parameters not related to in-game assets; and

wherein the generating of the in-game asset for the player is further based on the game state information not related to in-game assets.

4. The method of claim 1 , wherein the pseudo-random function comprises one or more variables based on:

the in-game assets of the one or more friends;

a subset of the in-game assets of the one or more friends that can be transferred as a gift to the player; and

a random variable.

5. A non-transitory computer-readable storage medium comprising instructions that, when executed by at least one processor of a hardware system, cause the hardware system to perform operations comprising:

accessing a first game account of a player of a game, the game being a computer-implemented multiplayer game, in which multiple players each have a respective set of in-game assets, each in-game asset being a virtual object usable during gameplay to overcome one or more associated in-game obstacles for advancing within the game;

analysing in-game assets associated with the first game account;

accessing social network information associated with the player, wherein the social network information identifies one or more friends in a social network of the player;

retrieving game account information of the one or more friends in the social network of the player, wherein the game account information comprises in-game asset information that indicates, for each of the one or more friends, a respective set of in-game assets for the game;

accessing game state information for a game instance of the game associated with the player, the game state information including:

a specific in-game obstacle to be overcome by the player in the game instance; and

an asset requirement for the specific in-game obstacle, the asset requirement identifying a plurality of in-game assets which are together required for overcoming the specific in-game obstacle;

identifying, with respect to a particular in-game asset forming part of the asset requirement for the specific in-game obstacle, that the in-game asset information for the one or more friends indicates that the particular in-game asset is present in the respective set of in-game assets of at least one of the one or more friends;

based at least in part on the in-game asset information of the one or more friends and based at least in part on the asset requirement for the specific in-game obstacle identified by the game state information, generating, for the player, an in-game asset using a pseudo-random function that is structured to generate in-game assets that exclude any particular in-game asset identified as being included in the in-game asset information of the one or more friends; and

displaying the in-game asset in a game user interface for the game instance, making the in-game asset available to the player.

6. A system comprising:

a social network server to maintain social network information associated with a player of a game, the social network information identifying one or more friends in a social network of the player; and

a multiuser game server coupled to the social network server, the multiuser game server being configured to implement the game over a distributed computer network, the game being a computer-implemented multiplayer game, in which multiple players each have a respective set of in-game assets, each in-game asset being a virtual object usable during gameplay to overcome one or more associated in-game obstacles for advancing within the game, the multi-user game server comprising at least one processor and a memory having stored thereon computer-readable instructions that configure the at least one processor to perform automated operations comprising:

accessing a first game account of the player for the game;

analysing in-game assets associated with the first game account;

accessing the social network information associated with the player;

retrieving game account information of the one or more friends in the social network of the player, wherein the game account information comprises in-game asset information that indicates, for each of the one or more friends, a respective set of in-game assets for the game;

accessing game state information for a game instance of the game associated with the player, the game state information including:

a specific in-game obstacle to be overcome by the player in the game instance; and

an asset requirement for the specific in-game obstacle, the asset requirement identifying a plurality of in-game assets which are together required for overcoming the specific in-game obstacle;

identifying, with respect to a particular in-game asset forming part of the asset requirement for the specific in-game obstacle, that the in-game asset information for the one or more friends indicates that the particular in-game asset is present in the respective set of in-game assets of at least one of the one or more friends;

based at least in part on the in-game asset information of the one or more friends and based at least in part on the asset requirement for the specific in-game obstacle identified by the game state information, generating, for the player, an in-game asset using a pseudo-random function that is structured to generate in-game assets that exclude any particular in-game asset identified 4987 as forming part of the asset requirement and identified as being included in the in-game asset information of the one or more friends; and

displaying the in-game asset in a game user interface for the game instance, making the in-game asset available to the player.

7. The non-transitory computer-readable storage medium of claim 5 further comprising instructions that, when executed by the at least one processor of the hardware system, cause the hardware system to perform further operations comprising:

retrieving in-game asset information of the player; and

generating the in-game asset for the player based at least in part on current in-game assets of the player.

8. The non-transitory computer-readable storage medium of claim 7 , wherein the instructions are for performance of the operations such that:

the game state information includes game parameters not related to in-game assets; and

the generating of the in-game asset for the player is further based on the game state information not related to in-game assets.

9. The non-transitory computer-readable storage medium of claim 5 wherein the pseudo-random function comprises one or more variables based on:

the in-game assets of the one or more friends;

a subset of the in-game assets of the one or more friends that can be transferred as a gift to the player; and

a random variable.

Assignments (4)
TERMINATION AND RELEASE OF SECURITY INTEREST IN PATENTS Recorded May 23, 2022
From: BANK OF AMERICA, N.A., AS ADMINISTRATIVE AGENT
To: ZYNGA INC.
Reel/Frame 060163/0437 →
NOTICE OF GRANT OF SECURITY INTEREST IN PATENTS Recorded Dec 14, 2020
From: ZYNGA INC.
To: BANK OF AMERICA, N.A., AS ADMINISTRATIVE AGENT
Reel/Frame 054719/0490 →
TERMINATION AND RELEASE OF SECURITY INTEREST IN PATENTS Recorded Dec 11, 2020
From: BANK OF AMERICA, N.A., AS LENDER
To: ZYNGA INC.
Reel/Frame 054701/0393 →
NOTICE OF GRANT OF SECURITY INTEREST IN PATENTS Recorded Dec 21, 2018
From: ZYNGA INC.
To: BANK OF AMERICA, N.A., AS LENDER
Reel/Frame 049147/0546 →