IP Library Granted Patent US 8,702,522
Granted Patent B2
US 8,702,522 · App. 13/244,770 · Granted Apr 22, 2014

Finding friends for multiuser online games

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Quick Facts
Patent No.
US 8,702,522
App. No.
13/244,770
Granted
Apr 22, 2014
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 (57)

1. A computer-implemented method comprising:

during an ongoing instance of a computer-implemented game in which players are already playing, detecting that the ongoing instance of the computer-implemented game has an insufficient number of players;

accessing a storage device for social network information associated with remaining players of the ongoing instance of the computer-implemented game; and

in response to detecting that the ongoing instance of the computer-implemented game has an insufficient number of players, analyzing, using at least one processor of a machine, the social network information to identify one or more available friends of the remaining players to join as a new player in the ongoing instance of the computer-implemented game.

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

receiving a request from one of the remaining players to find the one or more available friends to join the ongoing instance of the computer-implemented game.

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

determining a number of new players to join the ongoing instance of the computer-implemented game based on the insufficient number of players; and

adding the number of new players to the ongoing instance from the one or more available friends.

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

identifying a friend from the one or more available friends having at least a first degree connection with one of the remaining players of the ongoing instance of the computer-implemented game.

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

accessing player profile information associated with the remaining players and the available friends;

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

identifying a game compatible friend from the available friends having a game compatibility factor exceeding a predetermined game compatibility threshold value.

6. The computer-implemented method of claim 5 , wherein the compatibility factor comprises a player character level, a player character experience level, or a player character power level.

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

accessing player profile information associated with the remaining players and the available friends;

analyzing the player profile information to determine whether a friend of the available friends is compatible with the remaining players; and

identifying one or more available friends compatible with the remaining players based on the analyzing.

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

identifying a friend of the available friends who have in-game connections with at least two remaining players.

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

identifying a friend from the available friends who have player characters sharing common attributes from the player characters of the remaining players.

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

identifying a friend from the available friends sharing common game player preferences from the remaining players.

11. 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.

12. A system comprising:

at least one processor of a machine; and

a game networking system configured to:

during an ongoing instance of a computer-implemented game in which players are already playing, detect that the ongoing instance of the computer-implemented game has an insufficient number of players;

access social network information associated with remaining players of the ongoing instance of the computer-implemented game; and

in response to detecting that the ongoing instance of the computer-implemented game has an insufficient number of players, analyze the social network information to identify one or more available friends of the remaining players to join as a new player in the ongoing instance of the computer-implemented game.

13. The system of claim 12 , wherein the game networking system is further configured to:

receive a request from one of the remaining players to find the one or more available friends to join the ongoing instance of the computer-implemented game.

14. The system of claim 12 , wherein the game networking system is further configured to:

determine a number of new players to join the ongoing instance of the computer-implemented game based on the insufficient number of players; and

add the number of new players to the ongoing instance from the one or more available friends.

15. The system of claim 12 , wherein the game networking system is further configured to:

identify a friend from the one or more available friends having at least a first degree connection with one of the remaining players of the ongoing instance of the computer-implemented game.

16. The system of claim 12 , wherein the game networking system is further configured to:

access player profile information associated with the remaining players and the available friends;

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

identify a game compatible friend from the available friends having a game compatibility factor exceeding a predetermined game compatibility threshold value.

17. The system of claim 16 , wherein the compatibility factor comprises a player character level, a player character experience level, or a player character power level.

18. The system of claim 12 , wherein the game networking system is further configured to:

access player profile information associated with the remaining players and the available friends;

analyze the player profile information to determine whether a friend from the available friends is compatible with the remaining players; and

identify a friend from the available friends compatible with the remaining players based on the analysis.

19. The system of claim 18 , wherein the game networking system is further configured to:

identify a friend from the available friends who have in-game connections with at least two remaining players;

identify a friend from the available friends who have player characters sharing common attributes from the player characters of the remaining players; and

identify a friend from the available friends sharing common game player preferences from the remaining players.

20. 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:

during an ongoing instance of a computer-implemented game in which players are already playing, detecting that the ongoing instance of the computer-implemented game has an insufficient number of players;

accessing social network information associated with remaining players of the ongoing instance of the computer-implemented game; and

in response to detecting that the ongoing instance of the computer-implemented game has an insufficient number of players, analyzing the social network information to identify one or more available friends of the remaining players to join as a new player in the ongoing instance of the computer-implemented game.

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 →
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 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 28, 2014
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 032322/0130 →
CHANGE OF NAME Recorded Feb 28, 2014
From: ZYNGA GAME NETWORK, INC.
To: ZYNGA INC.
Reel/Frame 032323/0069 →