IP Library Granted Patent US 8,282,458
Granted Patent B2
US 8,282,458 · App. 13/244,791 · Granted Oct 9, 2012

Asynchronous interactive game play

View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 8,282,458
App. No.
13/244,791
Granted
Oct 9, 2012
Kind
B2
Abstract

This disclosure generally relates to systems and methods for executing asynchronous game play by a plurality of players in one or more game instances.

Claims (53)

1. A computer-implemented method comprising:

recording one or more first in-game actions by a first player on one or more in-game objects in a game instance comprising a discrete game play area specific to a second player of a computer-implemented game at a first time;

generate to the second player a request to accept help from the first player;

dismissing the one or more first in-game actions in response to receiving from the second player a dismissal to accept help from the first player;

displaying the recorded one or more first in-game actions by the first player on the one or more in-game objects in the game instance at the first time to the second player at a second time succeeding the first time in response to receiving from the second player a confirmation to accept help from the first player; and

responsive to an in-game action by the second player, applying, using at least one processor of a machine, one or more second in-game actions to one or more of the in-game objects in the game instance at the second time based on the one or more first in-game actions by the first player and a game state of the game instance at the second time.

2. The computer-implemented method of claim 1 wherein the one or more second in-game actions are consistent with the state of the game instance at the second time.

3. The computer-implemented method of claim 1 , wherein the first player in active in the game instance of the computer-implemented game of the second player at the first time, wherein the second player is inactive in the game instance of the computer-implemented game of the second player at the first time and active in the game instance of the computer-implemented game of the second player at the second time.

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

determining changes in the one or more of in-game objects in the game instance of the computer-implemented game of the second player between the first time and the second time.

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

filtering out one or more of the first in-game actions by the first player by determining whether the one or more first in-game actions can be applied to one or more of the in-game objects in the game instance at the second time according to a game logic of the computer-implemented game.

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

verifying that the one or more second in-game actions can be applied to one or more of the in-game objects in the game instance at the second time according to the game logic.

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

determining a game state of the one or more in-game objects at the second time; and

determining the one or more second in-game actions based on the game state of the one or more in-game objects at the second time.

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

responsive to an in-game action by the second player, applying one or more second in-game actions to one or more of the in-game objects in the game instance at the second time.

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

responsive to the one or more first in-game actions by the first player on the one or more in-game objects in the game instance at the first time, displaying to the first player one or more first changes in game state of one or more of the in-game objects; and

responsive to applying the one or more second in-game actions to one or more of the in-game objects in the game instance at the second time, displaying to the second player one or more second changes in game state of one or more of the in-game objects.

10. The computer-implemented method of claim 9 , wherein:

one or more of the first in-game actions by the first player on one or more of the in-game objects in the game instance at the first time cause one or more first changes in game state of one or more of the in-game objects; and

applying the second in-game actions to one or more of the in-game objects in the game instance at the second time causes one or more second changes in game state of one or more of the in-game objects.

11. The computer-implemented method of claim 1 , wherein the first player and the second player are first-degree friends in a social network.

12. A system comprising:

at least one processor of a machine; and

a game networking system configured to:

record one or more first in-game actions by a first player on one or more in-game objects in a game instance comprising a discrete game play specific to a second player of a computer-implemented game at a first time;

generate to the second player a request to accept help from the first player;

dismiss the one or more first in-game actions in response to receiving from the second player a dismissal to accept help from the first player;

display the recorded one or more first in-game actions by the first player on the one or more in-game objects in the game instance at the first time to the second player at a second time succeeding the first time in response to receiving from the second player a confirmation to accept help from the first player; and

responsive to an in-game action by the second player, apply one or more second in-game actions to one or more of the in-game objects in the game instance at the second time based on the one or more first in-game actions by the first player and a game state of the game instance at the second time.

13. The system of claim 12 , wherein the one or more second in-game actions are consistent with the state of the game instance at the second time.

14. The system of claim 12 , wherein the first player in active in the game instance of the computer-implemented game of the second player at the first time, wherein the second player is inactive in the game instance of the computer-implemented game of the second player at the first time and active in the game instance of the computer-implemented game of the second player at the second time.

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

determine changes in the one or more of in-game objects in the game instance of the computer-implemented game of the second player between the first time and the second time.

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

filter out one or more of the first in-game actions by the first player by determining whether the one or more first in-game actions can be applied to one or more of the in-game objects in the game instance at the second time according to a game logic of the computer-implemented game.

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

verify that the one or more second in-game actions can be applied to one or more of the in-game objects in the game instance at the second time according to the game logic.

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

determine a game state of the one or more in-game objects at the second time; and

determine the one or more second in-game actions based on the game state of the one or more in-game objects at the second time.

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

responsive to an in-game action by the second player, apply one or more second in-game actions to one or more of the in-game objects in the game instance at the second time.

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:

recording one or more first in-game actions by a first player on one or more in-game objects in a game instance comprising a discrete game play area specific to a second player of a computer-implemented game at a first time;

generating to the second player a request to accept help from the first player;

dismissing the one or more first in-game actions in response to receiving from the second player a dismissal to accept help from the first player;

displaying the recorded one or more first in-game actions by the first player on the one or more in-game objects in the game instance at the first time to the second player at a second time succeeding the first time in response to receiving from the second player a confirmation to accept help from the first player; and

responsive to an in-game action by the second player, applying one or more second in-game actions to one or more of the in-game objects in the game instance at the second time based on the one or more first in-game actions by the first player and a game state of the game instance at the second time.

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: REYNOLDS, ROBERT BRIAN; FOSTER, AARON PAUL; HALKA, DANIEL EDWARD; KAUFMAN, DOUGLAS FRANCIS; STEPHANOUK, PAUL EUGENE
To: ZYNGA GAME NETWORK, INC.
Reel/Frame 047944/0754 →
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 →