IP Library Granted Patent US 10,552,446
Granted Patent B2
US 10,552,446 · App. 13/782,108 · Granted Feb 4, 2020

Leveraging social graphs with game play auto-neighboring

Inventors: Dylan Sproule (San Francisco, CA); Shane Hall (San Francisco, CA); Ben Hall (Fairfield, CA); Timothy J. O. Catlin (San Mateo, CA); Jason Paul Allen (Seattle, WA); Clayton Rhodes Stark (Victoria, CA)
Assignee: Zynga Inc.
G06F16/27A63F2300/55
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Quick Facts
Patent No.
US 10,552,446
App. No.
13/782,108
Granted
Feb 4, 2020
Kind
B2
Abstract

Techniques for automatically establishing connections between users within a gaming social network, designed for connecting users having common gaming interests, social connections, or characteristics. Embodiments include methods for automatically establishing connections from members of an out-of-game social network, the gaming social network, and gaming activity participants; evaluating user profile information and user characteristics in a gaming social network and gaming activity in a game networking system to determine an appropriate set of connections for a selected user. Embodiments include systems configured to automatically establish and maintain connections between players in a gaming social network based on gaming activity in a gaming networking system and social relationship information retrieved from one or more social networks where the players have a social relationship.

Claims (45)

1. A computer-implemented method, comprising:

receiving game play information, at a server, from devices coupled to the server, wherein each device is associated with a user of a plurality of users;

obtaining social graph information retrieved from a first social network and a second social network, the second social network being separate from the first social network and the server;

receiving a selection of a game from the user;

in response to the selection of the game, obtaining user profile information including a social graph associated with the user based at least in part on the social graph information from the first social network and the second social network;

maintaining the social graph information retrieved from a first social network and a second social network in a separate social network for the user for each one of a plurality of games offered in a gaming network;

selecting game play neighbors from the plurality of users for the user based on the social graph and the received game play information; and

automatically establishing a connection in the social graph between the user and the neighbors playing the game within the gaming network.

2. The method of claim 1 , wherein the user profile information includes a contact list provided by the user that is separate from the first social network and the second social network.

3. The method of claim 1 , wherein the game play information includes: a history of game play, a game play frequency, a prior favorable gaming outcome, reputation data, or past cooperation or competition with the plurality of users.

4. The method of claim 1 , wherein the connection corresponds to a specific game, a specific type of game, or a user criteria.

5. The method of claim 1 , further comprising:

filtering a list of the plurality of users to include neighbors playing the game selected;

wherein the filtered list of users is used in the selecting of game play neighbors.

6. The method of claim 5 , wherein automatically establishing the connection between the user and the neighbors playing the game is performed by the separate social network for the game.

7. The method of claim 1 , wherein selecting game play neighbors from the plurality of users for the user is further based on the game-play state of individual users in the social graph associated with the user.

8. A computing system, comprising:

a memory;

at least one processor coupled to the memory;

the memory including instructions operable to cause the at least one processor to:

receive game play information, at a server, from devices coupled to the server, wherein each device is associated with at least one user of a plurality of users;

receive social graph information associated with the plurality of users from a first social network and a second social network, the second social network being separate from the first social network and the server;

receive a game selection from a user;

in response to the game selection, obtain user profile information from a social graph associated with the user based at least in part on the social graph information from the first social network and the second social network;

maintain the social graph information retrieved from a first social network and a second social network in a separate social network for the user for each one of a plurality of games offered in a gaming network;

select game play neighbors from the plurality of users for the user based on the information obtained from the social graph and the received game play information; and

automatically establish a connection in the social graph between the user and the neighbors playing the game selection within the gaming network.

9. The system of claim 8 , wherein the game play information includes: a history of game play, a game play frequency, a prior favorable gaining outcome, reputation data, or past cooperation or competition with the plurality of users.

10. The system of claim 8 , wherein the user profile information includes a recommendation preference provided by the user that includes: a geographic location, a geographic proximity, an age range, a degree of connection in the social graph or the gaming network, or a level of the game play participants gaming participation.

11. The system of claim 8 , wherein automatically establishing the connection between the user and the neighbors playing the game is performed by the separate social network for the game.

12. The system of claim 8 , wherein the connection corresponds to a specific game, a specific type of game, or a user criteria.

13. A non-transitory machine readable storage medium comprising computer-readable instructions, the instructions operable with a computer to:

receive game play information, at a server, from devices coupled to the server, wherein each device is associated with at least one user of a plurality of users;

receive social graph information associated with the plurality of users from a first social network and a second social network, the second social network being separate from the first social network and the server;

receive a game selection from a user;

in response to the game selection, obtain user profile information from a social graph associated with the user based at least in part on the social graph information from the first social network and the second social network;

maintaining the social graph information retrieved from a first social network and a second social network in a separate social network for the user for each one of a plurality of games offered in a gaming network;

select game play neighbors from the plurality of users for the user based on the information obtained from the social graph and the received game play information; and

automatically establish a connection in the social graph between the user and the neighbors playing the game selection within the gaming network.

14. The non-transitory machine readable medium of claim 13 , wherein the user profile information includes a contact list provided by the user that is separate from the first social network and the second social network.

15. The non-transitory machine readable medium of claim 13 , wherein the game play information includes: a history of game play, a game play frequency, a prior favorable gaming outcome, reputation data, or past cooperation or competition with the plurality of users.

16. The non-transitory machine readable medium of claim 13 , wherein the connection corresponds to a specific game, a specific type of game, or a user criteria.

17. The non-transitory machine readable medium of claim 13 , comprising computer-readable instructions to: filter a list of the plurality of users to include neighbors playing the game selected; wherein the filtered list of users is used in the selecting of game play neighbors.

18. The non-transitory machine readable medium of claim 13 , wherein automatically establishing the connection between the user and the neighbors playing the game is performed by the separate social network for the game.

19. The non-transitory machine readable medium of claim 13 , wherein selecting game play neighbors from the plurality of users for the user is further based on the game-play state of individual users in the social graph associated with the user.

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 27, 2014
From: SPROULE, DYLAN; HALL, SHANE; HALL, BEN; CATLIN, TIMOTHY J.O.; ALLEN, JASON PAUL; STARK, CLAYTON RHODES
To: ZYNGA INC.
Reel/Frame 032964/0558 →
Continuity (2)
Provisional Application 61605606 · Mar 1, 2012
Related Publication 20130231179A1 · Sep 5, 2013