IP Library Granted Patent US 8,898,252
Granted Patent B2
US 8,898,252 · App. 13/244,851 · Granted Nov 25, 2014

Friend recommendation system based on a non-active social network

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Quick Facts
Patent No.
US 8,898,252
App. No.
13/244,851
Granted
Nov 25, 2014
Kind
B2
Abstract

Social network information of a player of a computer-implemented game is accessed to identify non-active players from the social network information. The non-active players each have a minimum number of unreciprocated communications with the player within a time duration. A recommendation of the recommended players is generated to the player based on the non-active players.

Claims (55)

1. A computer-implemented method comprising:

accessing social network information of a player of a computer-implemented game;

identifying, using at least one processor of a machine, one or more non-active players from the social network information, the one or more non-active players each having a minimum number of unreciprocated communications and a maximum number of reciprocated communications with the player within a time duration;

generating a recommendation of one or more recommended players to the player based on the one or more non-active players;

identifying one or more non-active players with a number of reciprocated communications with the player within an elapsed time below a threshold value;

identifying one or more non-active players with at least one unreciprocated communication with the player within the elapsed time;

identifying one or more non-active players who were previously included in the active social network of the player; and

forming the recommendation based on the one or more non-active players with a number of reciprocated communications with the player within the elapsed time below the threshold value, the one or more non-active players with at least one unreciprocated communication with the player within the elapsed time, and the one or more non-active players who were previously included in the active social network of the player,

wherein identifying the one or more non-active players from the social network information further comprises:

determining a frequency of reciprocated communications within the elapsed time between the player and the other players from a social network of the player;

identifying one or more active players from the social network of the player based on the frequency of the reciprocated communications within the elapsed time; and

determining an active social network of the player from the one or more active players.

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

determining how recent an unreciprocated communication between the player and another player from the social network of the player by measuring a length of time elapsed since a last unreciprocated communication between the player and another player from the social network.

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

determining the non-active social network of the player for the computer-implemented game; and

identifying a social network of players outside the non-active social network of the player for another computer-implemented game.

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

generating a communication message to one or more of the non-active players, the communication message comprising an invitation to join the player in the computer-implemented game, an offer of a virtual gift to be redeemed by a recipient of the communication message in the computer-implemented game, or an offer of a reward to be redeemed by the recipient of the communication message.

5. A non-transitory computer-readable storage medium storing a set of instructions that, when executed by a processor, cause the processor to perform operations, comprising:

accessing social network information of a player of a computer-implemented game;

identifying, using at least one processor of a machine, one or more non-active players from the social network information, the one or more non-active players each having a minimum number of unreciprocated communications and a maximum number of reciprocated communications with the player within a time duration;

generating a recommendation of one or more recommended players to the player based on the one or more non-active players;

identifying one or more non-active players with a number of reciprocated communications with the player within an elapsed time below a threshold value;

identifying one or more non-active players with at least one unreciprocated communication with the player within the elapsed time;

identifying one or more non-active players who were previously included in the active social network of the player; and

forming the recommendation based on the one or more non-active players with a number of reciprocated communications with the player within the elapsed time below the threshold value, the one or more non-active players with at least one unreciprocated communication with the player within the elapsed time, and the one or more non-active players who were previously included in the active social network of the player,

wherein identifying the one or more non-active players from the social network information further comprises:

determining a frequency of reciprocated communications within the elapsed time between the player and the other players from a social network of the player;

identifying one or more active players from the social network of the player based on the frequency of the reciprocated communications within the elapsed time; and

determining an active social network of the player from the one or more active players.

6. The non-transitory computer-readable storage medium of claim 5 , further comprising:

determining how recent an unreciprocated communication between the player and another player from the social network of the player by measuring a length of time elapsed since a last unreciprocated communication between the player and another player from the social network.

7. A system comprising:

at least one processor of a machine;

a non-active social network module configured to:

access social network information of a player of a computer-implemented game;

identify, using at least one processor of a machine, one or more non-active players from the social network information, the one or more non-active players each having a minimum number of unreciprocated communications and a maximum number of reciprocated communications with the player within a time duration;

generate a recommendation of one or more recommended players to the player based on the one or more non-active players;

identify one or more non-active players with a number of reciprocated communications with the player within an elapsed time below a threshold value;

identify one or more non-active players with at least one unreciprocated communication with the player within the elapsed time; and

identify one or more non-active players who were previously included in the active social network of the player; and

form the recommendation based on the one or more non-active players with a number of reciprocated communications with the player within the elapsed time below the threshold value, the one or more non-active players with at least one unreciprocated communication with the player within the elapsed time, and

the one or more non-active players who were previously included in the active social network of the player, and

an active social network module configured to:

determine a frequency of reciprocated communications within the elapsed time between the player and the other players from a social network of the player;

identify one or more active players from the social network of the player each having the minimum number of reciprocated communications with the player within the elapsed time; and

determine an active social network of the player from the one or more active players.

8. The system of claim 7 , wherein the non-active social network module is further configured to:

determine how recent an unreciprocated communication between the player and another player from the social network of the player by measuring a length of time elapsed since a last unreciprocated communication between the player and another player from the social network.

9. The system of claim 7 , wherein the non-active social network module is further configured to:

determine the non-active social network of the player for the computer-implemented game; and

identify a social network of players outside the non-active social network of the player for another computer-implemented game.

10. The system of claim 7 , wherein the active social network module is further configured to:

generate a communication message to one or more of the non-active players, the communication message comprising an invitation to join the player in the computer-implemented game, an offer of a virtual gift to be redeemed by a recipient of the communication message in the computer-implemented game, or an offer of a reward to be redeemed by the recipient of the communication message.

Assignments (5)
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 May 22, 2014
From: MCCAFFREY, DANIEL; LEE, KEVIN A; RUDIN, KENNETH; ZHANG, YAN; GHOSH, ANANDA
To: ZYNGA INC.
Reel/Frame 032945/0521 →