IP Library Granted Patent US 8,303,415
Granted Patent B2
US 8,303,415 · App. 13/244,747 · Granted Nov 6, 2012

Finding friends for multiuser online games

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Quick Facts
Patent No.
US 8,303,415
App. No.
13/244,747
Granted
Nov 6, 2012
Kind
B2
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 search a player's social network to find friends to play with. These social networks can be constructed implicitly by analyzing a player's game play information and other information.

Claims (87)

1. A computer-implemented method comprising:

generating, using at least one processor of a machine, a computer-implemented game for a player;

accessing social network information associated with the player of the computer-implemented game;

analyzing the social network information of the player to identify one or more available friends of the player, the available friends being other players of the computer-implemented game that are available to participate in the computer-implemented game;

determining a challenge for the player by an in-game obstacle of the computer-implemented game for a period of time below a critical threshold related to the computer-implemented game's ability to retain the player; and

in response to the determining of the in-game obstacle, identifying one or more available players of the computer-implemented game outside the social network of the player, the one or more available players of the computer-implemented game having in-game character parameters that help the player overcome the in-game obstacle after the period of time.

2. The computer-implemented method of claim 1 , further comprising:

presenting an indication of the one or more available friends to the player to select and invite to form a new instance of the computer-implemented game with the player.

3. The computer-implemented method of claim 1 , further comprising:

presenting an indication of the one or more available friends to the player to select and invite to join an existing instance of the computer-implemented game of the player.

4. The computer-implemented method of claim 1 , further comprising:

identifying one or more available friends having a first degree connection with the player.

5. The computer-implemented method of claim 1 , further comprising:

identifying one or more available friends having a player-specified number of degrees of connections with the player.

6. The computer-implemented method of claim 1 , wherein the analyzing further comprises:

accessing player profile information associated with the player and the available friends of the player;

analyzing the player profile information to determine a game compatibility factor between the player and the available friends of the player; and

identifying one or more game compatible friends of the player having a game compatibility factor exceeding a predetermined game compatibility threshold value.

7. The computer-implemented method of claim 6 , further comprising:

presenting an indication of the one or more game compatible friends to the player to play with in a new instance of the computer-implemented game or in an existing instance of the computer-implemented game.

8. The computer-implemented method of claim 6 , wherein the game compatibility factor comprises a player character level, a player character experience level, or a player character power level.

9. The computer-implemented method of claim 8 , further comprising:

identifying one or more game compatible friends having a player character level at least higher than the player character level of the player.

10. The computer-implemented method of claim 1 , wherein the analyzing further comprises:

accessing game play information associated with the player of the computer-implemented game;

analyzing the game play information to determine whether the player needs assistance in the computer-implemented game; and

determining one or more available friends of the player capable of assisting the player in the computer-implemented game.

11. The computer-implemented method of claim 1 , wherein the analyzing further comprises:

identifying one or more larger social network friends of the player having a number of social connections at least larger than a number of social network connections of the player.

12. The computer-implemented method of claim 1 , wherein the analyzing further comprises:

identifying one or more active friends of the player that are actively playing or logged into the computer-implemented game.

13. The computer-implemented method of claim 12 , further comprising:

determining whether the one or more active friends are busy and unavailable to join an instance of the computer-implemented game.

14. The computer-implemented method of claim 13 , further comprising:

analyzing a game play preference of the one or more active friends to determine an interest of the one or more active friends in the computer-implemented game.

15. The computer-implemented method of claim 14 , further comprising:

presenting an indication of the one or more active friends with an interest in the computer-implemented game to join in an instance of the computer-implemented game to the player.

16. The computer-implemented method of claim 1 , wherein the analyzing further comprises:

identifying one or more inactive friends of the player that are inactive or logged out of the computer-implemented game.

17. The computer-implemented method of claim 14 , further comprising:

generating a request to the one or more inactive friends of the player to log in and join an instance of the computer-implemented game.

18. The computer-implemented method of claim 1 further comprising:

receiving a request from the player of the computer-implemented game, the request comprising a request to find other players to play a new instance or an existing instance of the computer-implemented game; and

presenting an indication of the one or more available friends to the player to select and to invite to form the new instance or the existing instance of the computer-implemented game with the player.

19. The computer-implemented method of claim 1 , wherein the social network information comprises out-of-game social network information and in-game social network information.

20. A system comprising:

at least one processor of a machine; and

a game networking system configured to:

generate a computer-implemented game for a player;

access social network information associated with the player of the computer-implemented game;

analyze the social network information of the player to identify one or more available friends of the player, the available friends being other players of the computer-implemented game that are available to participate in the computer-implemented game;

determining a challenge for the player by an in-game obstacle of the computer-implemented game for a period of time below a critical threshold related to the computer-implemented game's ability to retain the player; and

in response to the determination of the in-game obstacle, identify one or more available players of the computer-implemented game outside the social network of the player, the one or more available players of the computer-implemented game having in-game character parameters that help the player overcome the in-game obstacle after the period of time.

21. The system of claim 20 , wherein the game networking system is further configured to:

present an indication of the one or more available friends to the player to select and invite to form a new instance of the computer-implemented game with the player or to join an existing instance of the computer-implemented game of the player.

22. The system of claim 20 , wherein the game networking system is further configured to:

identify one or more available friends having a first degree connection with the player; and

identify one or more available friends having a player-specified number of degrees of connections with the player.

23. The system of claim 20 , wherein the game networking system is further configured to:

access player profile information associated with the player and the available friends of the player;

analyze the player profile information to determine a game compatibility factor between the player and the available friends of the player; and

identify one or more game compatible friends of the player having a game compatibility factor exceeding a predetermined game compatibility threshold value.

24. The system of claim 23 , wherein he game networking system is further configured to:

present an indication of the one or more game compatible friends to the player to play with in a new instance of the computer-implemented game or in an existing instance of the computer-implemented game.

25. The system of claim 20 , wherein the game networking system is further configured to:

access game play information associated with the player of the computer-implemented game;

analyze the game play information to determine whether the player needs assistance in the computer-implemented game; and

determine one or more available friends of the player capable of assisting the player in the computer-implemented game.

26. The system of claim 20 , wherein the game networking system is further configured to:

receive a request from the player of the computer-implemented game, the request comprising a request to find other players to play a new instance or an existing instance of the computer-implemented game; and

present an indication of the one or more available friends to the player to select and to invite to form the new instance or the existing instance of the computer-implemented game with the player.

27. A non-transitory machine readable medium storing instructions that, when executed by at least one processor of a machine, causes the machine to perform operations comprising:

generating, using at least one processor of a machine, a computer-implemented game for a player;

accessing social network information associated with the player of the computer-implemented game;

analyzing the social network information of the player to identify one or more available friends of the player, the available friends being other players of the computer-implemented game that are available to participate in the computer-implemented game;

determining a challenge for the player by an in-game obstacle of the computer-implemented game for a period of time below a critical threshold related to the computer-implemented game's ability to retain the player; and

in response to the determining of the in-game obstacle, identifying one or more available players of the computer-implemented game outside the social network of the player, the one or more available players of the computer-implemented game having in-game character parameters that help the player overcome the in-game obstacle after the period of time.

28. A computer-implemented method comprising:

generating, with at least one processor of a machine, a computer-implemented game for a player;

accessing social network information associated with the player of the computer-implemented game;

analyzing the social network information of the player to identify one or more friends of the player;

determining an online presence of the one or more friends of the player to determine one or more available friends that can participate in the computer-implemented game;

determining a challenge for the player by an in-game obstacle of the computer-implemented game for a period of time below a critical threshold related to the computer-implemented game's ability to retain the player as a player; and

in response to the determining of the in-game obstacle, identifying one or more available players of the computer-implemented game outside the social network of the player, the one or more available players of the computer-implemented game having in-game character parameters that help the player overcome the in-game obstacle after the period of time.

29. The computer-implemented method of claim 28 , wherein the available friends are other players of the computer-implemented game.

30. The computer-implemented method of claim 28 , further comprising:

presenting a list of the one or more available friends to the player from which to select the selected friend and invite to form the new instance of the computer-implemented game with the player.

Assignments (6)
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 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jan 9, 2019
From: CRAINE, DARREN RYAN; DRIEMEYER, JUSTIN POTTER; HAGAN, KEVIN THOMAS; MCGUIRK, JASON SAMUEL; OCKO, MATTHEW ADAM; SARELI, SHANE ISHMAEL; TORNOW, NICHOLAS JOHN
To: ZYNGA GAME NETWORK, INC.
Reel/Frame 047943/0932 →
CHANGE OF NAME Recorded Jan 9, 2019
From: ZYNGA GAME NETWORK INC.
To: ZYNGA INC.
Reel/Frame 048041/0480 →
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 →