U.S. patent application number 13/244796 was filed with the patent office on 2012-06-21 for rewarding players for completing team challenges.
Invention is credited to Michael Kane, Harsimran Singh.
Application Number | 20120157212 13/244796 |
Document ID | / |
Family ID | 46235087 |
Filed Date | 2012-06-21 |
United States Patent
Application |
20120157212 |
Kind Code |
A1 |
Kane; Michael ; et
al. |
June 21, 2012 |
REWARDING PLAYERS FOR COMPLETING TEAM CHALLENGES
Abstract
In a method of rewarding players for completing a team
challenge, an initiation of a team challenge by a player of an
online social game is detected. Based on an online social network
of the player, an option for the friend of the player to
participate in the team challenge is generated. A completion of the
team challenge by the player and the friend of the player is
detected. A reward is provided to at least one of the player and
the friend of the player based on the detecting of the completion
of the team challenge.
Inventors: |
Kane; Michael; (San
Francisco, CA) ; Singh; Harsimran; (Perth,
AU) |
Family ID: |
46235087 |
Appl. No.: |
13/244796 |
Filed: |
September 26, 2011 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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13077706 |
Mar 31, 2011 |
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13244796 |
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61425221 |
Dec 20, 2010 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2300/5566 20130101;
A63F 2300/5533 20130101; G07F 17/3267 20130101; G07F 17/3223
20130101; A63F 2300/556 20130101; G07F 17/3274 20130101; G06Q
30/0214 20130101; G06Q 50/01 20130101; A63F 13/335 20140902; A63F
13/533 20140902; A63F 2300/558 20130101; G07F 17/3276 20130101;
A63F 13/87 20140902; G07F 17/3293 20130101; A63F 13/847 20140902;
G07F 17/32 20130101; G06F 3/0482 20130101; A63F 13/798 20140902;
A63F 13/795 20140902; A63F 2300/575 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A computer-implemented method comprising: detecting an
initiation of a team challenge by a player of an online social
game; based on an online social network of the player, generating,
with at least one processor, an option for the friend of the player
to participate in the team challenge; detecting a completion of the
team challenge by the player and the friend of the player; and
providing a reward to at least one of the player and the friend of
the player based on the detecting of the completion of the team
challenge.
2. The computer-implemented method of claim 1, wherein the team
challenge includes a task that each of the player and the friend of
the player are to perform within the game before a time period
expires.
3. The computer-implemented method of claim 1, further comprising
calculating an amount of the reward based on a difficulty of the
team challenge.
4. The computer-implemented method of claim 2, further comprising
calculating the time period based on a difficulty of the team
challenge.
5. The computer-implemented method of claim 2, further comprising
communicating a progress of each of the player and the friend of
the player toward the completion of the task.
6. The computer-implemented method of claim 2, further comprising:
collecting information about the friend of the player from the
online social network of the player; and selecting the friend of
the player as a candidate to participate in the team challenge
based on the information.
7. The computer-implemented method of claim 6, wherein the online
social network is separate from a game networking system of the
online social game.
8. The computer-implemented method of claim 1, further comprising
providing a friend of the friend of the player of the game with an
option to participate in the team challenge, the friend of the
friend of the player of the game not being a friend of the player
of the game.
9. The computer-implemented method of claim 8, wherein the
providing of the friend of the friend of the player of the game
with the option to participate in the team challenge being based on
a selection of the friend of the friend of the player of the game
by the friend of the player of the game.
10. A system comprising: a processor-implemented game networking
system configured to: detect an initiation of a team challenge by a
player of an online social game; based on an online social network
of the player, generate an option for the friend of the player to
participate in the team challenge; detect a completion of the team
challenge by the player and the friend of the player; and provide a
reward to at least one of the player and the friend of the player
based on the detecting of the completion of the team challenge.
11. The system of claim 10, wherein the processor-implemented game
networking system is further configured to calculate an amount of
the reward based on a difficulty of the team challenge.
12. The system of claim 11, wherein the processor-implemented game
networking system is further configured to calculate the time
period based on a difficulty of the team challenge.
13. The system of claim 10, wherein the processor-implemented game
networking system is further configured to communicate a progress
of each of the player and the friend of the player toward the
completion of the task.
14. The system of claim 10, wherein the processor-implemented game
networking system is further configured to: collect information
about the friend of the player from the online social network of
the player; and select the friend of the player as a candidate to
participate in the team challenge based on the information.
15. The system of claim 10, wherein the processor-implemented game
networking system is further configured to provide a friend of the
friend of the player of the game with an option to participate in
the team challenge, the friend of the friend of the player of the
game not being a friend of the player of the game.
16. A non-transitory machine-readable storage medium embodying a
set of instructions that, when executed by at least one processor,
causes the processor to perform operations, the operations
comprising: detecting an initiation of a team challenge by a player
of an online social game; based on an online social network of the
player, generating, with at least one processor, an option for the
friend of the player to participate in the team challenge;
detecting a completion of the team challenge by the player and the
friend of the player; and providing a reward to at least one of the
player and the friend of the player based on the detecting of the
completion of the team challenge.
17. The non-transitory machine-readable storage medium of claim 16,
wherein the team challenge includes a task that each of the player
and the friend of the player are to perform within the game before
a time period expires.
18. The non-transitory machine-readable storage medium of claim 16,
the operations further comprising calculating an amount of the
reward based on a difficulty of the team challenge.
19. The non-transitory machine-readable storage medium of claim 16,
the operations further comprising calculating the time period based
on a difficulty of the team challenge.
20. The non-transitory machine-readable storage medium of claim 16,
the operations further comprising communicating a progress of each
of the player and the friend of the player toward the completion of
the task.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of U.S. patent
application Ser. No. 13/077,706, filed Mar. 31, 2011, entitled
"METHOD AND SYSTEM OF INCORPORATING TEAM CHALLENGES INTO A SOCIAL
GAME," which claims the benefit U.S. Provisional Application No.
61/425,221, filed Dec. 20, 2010, entitled "METHOD AND SYSTEM OF
INCORPORATING TEAM CHALLENGES INTO A SOCIAL GAME," all of which are
incorporated herein by reference in their entirety.
TECHNICAL FIELD
[0002] The present application relates generally to the technical
field of implementing social games, and, in one specific example,
to incorporating team challenges into computer-implemented online
social games.
BACKGROUND
[0003] In many games, there is a virtual world or some other
imagined playing space where a player/user of the game controls one
or more player characters (herein "character," "player character,"
or "PC"). Player characters can be considered in-game
representations of the controlling player. As used herein, the
terms "player," "user," "entity," and "friend" may refer to the
in-game player character controlled by that player, user, entity,
or friend, unless context suggests otherwise. The game display can
display a representation of the player character. A game engine
accepts inputs from the player, determines player character
actions, decides outcomes of events and presents the player with a
game display illuminating what happened. In some games, there are
multiple players, wherein each player controls one or more player
characters.
[0004] In many computer games, there are various types of in-game
assets (aka "rewards" or "loot") that a player character can obtain
within the game. For example, a player character may acquire game
points, gold coins, experience points, character levels, character
attributes, virtual cash, game keys, or other in-game items of
value. In many computer games, there are also various types of
in-game obstacles that a player must overcome to advance within the
game. In-game obstacles can include tasks, puzzles, opponents,
levels, gates, actions, and so forth. In some games, a goal of the
game may be to acquire certain in-game assets, which can then be
used to complete in-game tasks or to overcome certain in-game
obstacles. For example, a player may be able to acquire a virtual
key (i.e., the in-game asset) that can then be used to open a
virtual door (i.e., the in-game obstacle).
[0005] An electronic social networking system typically operates
with one or more social networking servers providing interaction
between users such that a user can specify other users of the
social networking system as "friends." A collection of users and
the "friend" connections between users can form a social graph that
can be traversed to find second, third and more remote connections
between users, much like a graph of nodes connected by edges can be
traversed.
[0006] Many online computer games are operated on an online social
network. Such a network allows both users and other parties to
interact with the computer games directly, whether to play the
games or to retrieve game- or user-related information. Internet
users may maintain one or more accounts with various service
providers, including, for example, online game networking systems
and online social networking systems. Online systems can typically
be accessed using browser clients (e.g., Firefox, Chrome, Internet
Explorer).
[0007] In many computer games, there are various types of in-game
actions that a player character can make within the game. For
example, a player character in an online role-playing game may be
able to interact with other player characters, build a virtual
house, attack enemies, go on a quest, go to a virtual store to
buy/sell virtual items, and the like. A player character in an
online poker game may be able to play at specific tables, place
bets of virtual currency for certain amounts, play or fold certain
hands, play in a online poker tournament, and so forth.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] Some embodiments are illustrated by way of example and not
limitation in the figures of the accompanying drawings in
which:
[0009] FIG. 1 is a block diagram illustrating an example of a
system for implementing various disclosed embodiments;
[0010] FIG. 2 is a block diagram illustrating an example of a
social network within a social graph;
[0011] FIG. 3 is a block diagram illustrating example modules of a
game networking system for incorporating team challenges into a
social game;
[0012] FIG. 4 is a flowchart illustrating an example method of
incorporating team challenges into a social game;
[0013] FIG. 5 is a flowchart illustrating an additional example
method of incorporating team challenges into a social game;
[0014] FIG. 6 is a table illustrating an example set of team
challenge definitions;
[0015] FIG. 7 is a table illustrating an additional example set of
team challenge definitions;
[0016] FIG. 8 is a block diagram illustrating an example of a
webpage-based game interface for an online game accessed by a
browser client;
[0017] FIG. 9 is a block diagram illustrating an example dashboard
for team challenges for a poker game;
[0018] FIG. 10 is a block diagram illustrating an example dashboard
for team challenges for a poker game;
[0019] FIG. 11 is a block diagram illustrating an example user
interface for listing buddies of the player;
[0020] FIG. 12 is a block diagram illustrating an example user
interface for accessing pokergrams;
[0021] FIG. 13 is a block diagram illustrating an example user
interface for a friend feed;
[0022] FIG. 14 is a block diagram illustrating an example data flow
between the components of a system;
[0023] FIG. 15 is a block diagram illustrating an example network
environment, in which various example embodiments may operate;
and
[0024] FIG. 16 is a block diagram illustrating an example computing
system architecture, which may be used to implement a server or a
client system.
DETAILED DESCRIPTION
[0025] In the following description, for purposes of explanation,
numerous specific details are set forth in order to provide an
understanding of various embodiments of the present subject matter.
It will be evident, however, to those skilled in the art that
various embodiments may be practiced without these specific
details.
[0026] In various embodiments, methods and systems of rewarding
players for completing team challenges are disclosed. An initiation
of a team challenge by a player of an online social game is
detected. Based on an online social network of the player, an
option for the friend of the player to participate in the team
challenge is generated. A completion of the team challenge by the
player and the friend of the player is detected. A reward is
provided to at least one of the player and the friend of the player
based on the detecting of the completion of the team challenge.
[0027] FIG. 1 is a block diagram illustrating an example of a
system 100 for implementing various disclosed embodiments. In
particular embodiments, system 100 comprises player 101, social
networking system 120a, game networking system 120b, client system
130, and network 160. The components of system 100 can be connected
to each other in any suitable configuration, using any suitable
type of connection. The components may be connected directly or
over a network 160, which may be any suitable network. For example,
one or more portions of network 160 may be an ad hoc network, an
intranet, an extranet, a virtual private network (VPN), a local
area network (LAN), a wireless LAN (WLAN), a wide area network
(WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), a
portion of the Internet, a portion of the Public Switched Telephone
Network (PSTN), a cellular telephone network, another type of
network, or a combination of two or more such networks.
[0028] Social networking system 120a is a network-addressable
computing system that can host one or more social graphs. Social
networking system 120a can generate, store, receive, and transmit
social networking data. Social networking system 120a can be
accessed by the other components of system 100 either directly or
via network 160. Game networking system 120b is a
network-addressable computing system that can host one or more
online games. Game networking system 120b can generate, store,
receive, and transmit game-related data, such as, for example, game
account data, game input, game state data, and game displays. Game
networking system 120b can be accessed by the other components of
system 100 either directly or via network 160. Player 101 may use
client system 130 to access, send data to, and receive data from
social networking system 120a and game networking system 120b.
Client system 130 can access social networking system 120a or game
networking system 120b directly, via network 160, or via a
third-party system. As an example and not by way of limitation,
client system 130 may access game networking system 120b via social
networking system 120a. Client system 130 can be any suitable
computing device, such as a personal computer, laptop, cellular
phone, smart phone, computing tablet, and the like.
[0029] Although FIG. 1 illustrates a particular number of players
101, social networking systems 120a, game networking systems 120b,
client systems 130, and networks 160, this disclosure contemplates
any suitable number of players 101, social networking systems 120a,
game networking systems 120b, client systems 130, and networks 160.
As an example and not by way of limitation, system 100 may include
one or more game networking systems 120b and no social networking
systems 120a. As another example and not by way of limitation,
system 100 may include a system that comprises both social
networking system 120a and game networking system 120b. Moreover,
although FIG. 1 illustrates a particular arrangement of player 101,
social networking system 120a, game networking system 120b, client
system 130, and network 160, this disclosure contemplates any
suitable arrangement of player 101, social networking system 120a,
game networking system 120b, client system 130, and network
160.
[0030] The components of system 100 may be connected to each other
using any suitable connections 110. For example, suitable
connections 110 include wireline (such as, for example, Digital
Subscriber Line (DSL) or Data Over Cable Service Interface
Specification (DOCSIS)), wireless (such as, for example, Wi-Fi or
Worldwide Interoperability for Microwave Access (WiMAX)) or optical
(such as, for example, Synchronous Optical Network (SONET) or
Synchronous Digital Hierarchy (SDH)) connections. In particular
embodiments, one or more connections 110 each include one or more
of an ad hoc network, an intranet, an extranet, a VPN, a LAN, a
WLAN, a WAN, a WWAN, a MAN, a portion of the Internet, a portion of
the PSTN, a cellular telephone network, or another type of
connection, or a combination of two or more such connections.
Connections 110 need not necessarily be the same throughout system
100. One or more first connections 110 may differ in one or more
respects from one or more second connections 110. Although FIG. 1
illustrates particular connections between player 101, social
networking system 120a, game networking system 120b, client system
130, and network 160, this disclosure contemplates any suitable
connections between player 101, social networking system 120a, game
networking system 120b, client system 130, and network 160. As an
example and not by way of limitation, in particular embodiments,
client system 130 may have a direct connection to social networking
system 120a or game networking system 120b, thereby bypassing
network 160.
Online Games and Game Systems
Game Networking Systems
[0031] In an online computer game, a game engine manages the game
state of the game. Game state comprises all game play parameters,
including player character state, non-player character (NPC) state,
in-game object state, game world state (e.g., internal game clocks,
game environment), and other game play parameters. Each player 101
controls one or more player characters (PCs). The game engine
controls all other aspects of the game, including NPCs and in-game
objects. The game engine also manages game state, including player
character state for currently active (online) and inactive
(offline) players.
[0032] An online game can be hosted by game networking system 120b,
which can be accessed using any suitable connection with a suitable
client system 130. A player may have a game account on game
networking system 120b, wherein the game account can contain a
variety of information associated with the player (e.g., the
player's personal information, financial information, purchase
history, player character state, game state, etc.). In some
embodiments, a player may play multiple games on game networking
system 120b, which may maintain a single game account for the
player with respect to all the games, or multiple individual game
accounts for each game with respect to the player. In some
embodiments, game networking system 120b can assign a unique
identifier to each player 101 of an online game hosted on game
networking system 120b. Game networking system 120b can determine
that a player 101 is accessing the online game by reading the
user's cookies, which may be appended to Hypertext Transfer
Protocol (HTTP) requests transmitted by client system 130, and/or
by the player 101 logging onto the online game.
[0033] In particular embodiments, player 101 may access an online
game and control the game's progress via client system 130 (e.g.,
by inputting commands to the game at the client device). Client
system 130 can display the game interface, receive inputs from
player 101, transmit user inputs or other events to the game
engine, and receive instructions from the game engine. The game
engine can be executed on any suitable system (such as, for
example, client system 130, social networking system 120a, or game
networking system 120b). As an example and not by way of
limitation, client system 130 can download client components of an
online game, which are executed locally, while a remote game
server, such as game networking system 120b, provides backend
support for the client components and may be responsible for
maintaining application data of the game, processing the inputs
from the player, updating and/or synchronizing the game state based
on the game logic and each input from the player, and transmitting
instructions to client system 130. As another example and not by
way of limitation, each time player 101 provides an input to the
game through the client system 130 (such as, for example, by typing
on the keyboard or clicking the mouse of client system 130), the
client components of the game may transmit the player's input to
game networking system 120b.
Game Systems, Social Networks, and Social Graphs
[0034] In an online multiplayer game, players may control player
characters (PCs) and a game engine controls non-player characters
(NPCs) and game features. The game engine also manages player
character state and game state and tracks the state for currently
active (i.e., online) players and currently inactive (i.e.,
offline) players. A player character can have a set of attributes
and a set of friends associated with the player character. As used
herein, the term "player character state" can refer to any in-game
characteristic of a player character, such as location, assets,
levels, condition, health, status, inventory, skill set, name,
orientation, affiliation, specialty, and so on. Player characters
may be displayed as graphical avatars within a user interface of
the game. In other implementations, no avatar or other graphical
representation of the player character is displayed. Game state
encompasses the notion of player character state and refers to any
parameter value that characterizes the state of an in-game element,
such as a non-player character, a virtual object (such as a wall or
castle), and so forth. The game engine may use player character
state to determine the outcome of game events, sometimes also
considering set or random variables. Generally, a player
character's probability of having a more favorable outcome is
greater when the player character has a better state. For example,
a healthier player character is less likely to die in a particular
encounter relative to a weaker player character or non-player
character. In some embodiments, the game engine can assign a unique
client identifier to each player.
[0035] In particular embodiments, player 101 may access particular
game instances of an online game. A game instance is a copy of a
specific game play area that is created during runtime. In
particular embodiments, a game instance is a discrete game play
area where one or more players 101 can interact in synchronous or
asynchronous play. A game instance may be, for example, a level,
zone, area, region, location, virtual space, or other suitable play
area. A game instance may be populated by one or more in-game
objects. Each object may be defined within the game instance by one
or more variables, such as, for example, position, height, width,
depth, direction, time, duration, speed, color, and other suitable
variables. A game instance may be exclusive (i.e., accessible by
specific players) or non-exclusive (i.e., accessible by any
player). In particular embodiments, a game instance is populated by
one or more player characters controlled by one or more players 101
and one or more in-game objects controlled by the game engine. When
accessing an online game, the game engine may allow player 101 to
select a particular game instance to play from a plurality of game
instances. Alternatively, the game engine may automatically select
the game instance that player 101 will access. In particular
embodiments, an online game comprises only one game instance that
all players 101 of the online game can access.
[0036] In particular embodiments, a specific game instance may be
associated with one or more specific players. A game instance is
associated with a specific player when one or more game parameters
of the game instance are associated with the specific player. As an
example and not by way of limitation, a game instance associated
with a first player may be named "First Player's Play Area." This
game instance may be populated with the first player's PC and one
or more in-game objects associated with the first player. In
particular embodiments, a game instance associated with a specific
player may only be accessible by that specific player. As an
example and not by way of limitation, a first player may access a
first game instance when playing an online game, and this first
game instance may be inaccessible to all other players. In other
embodiments, a game instance associated with a specific player may
be accessible by one or more other players, either synchronously or
asynchronously with the specific player's game play. As an example
and not by way of limitation, a first player may be associated with
a first game instance, but the first game instance may be accessed
by all first-degree friends in the first player's social network.
In particular embodiments, the game engine may create a specific
game instance for a specific player when that player accesses the
game. As an example and not by way of limitation, the game engine
may create a first game instance when a first player initially
accesses an online game, and that same game instance may be loaded
each time the first player accesses the game. As another example
and not by way of limitation, the game engine may create a new game
instance each time a first player accesses an online game, wherein
each game instance may be created randomly or selected from a set
of predetermined game instances. In particular embodiments, the set
of in-game actions available to a specific player may be different
in a game instance that is associated with that player compared to
a game instance that is not associated with that player. The set of
in-game actions available to a specific player in a game instance
associated with that player may be a subset, superset, or
independent of the set of in-game actions available to that player
in a game instance that is not associated with him. As an example
and not by way of limitation, a first player may be associated with
Blackacre Farm in an online farming game. The first player may be
able to plant crops on Blackacre Farm. If the first player accesses
a game instance associated with another player, such as Whiteacre
Farm, the game engine may not allow the first player to plant crops
in that game instance. However, other in-game actions may be
available to the first player, such as watering or fertilizing
crops on Whiteacre Farm.
[0037] In particular embodiments, a game engine can interface with
a social graph. Social graphs are models of connections between
entities (e.g., individuals, users, contacts, friends, players,
player characters, non-player characters, businesses, groups,
associations, concepts, etc.). These entities are considered
"users" of the social graph; as such, the terms "entity" and "user"
may be used interchangeably when referring to social graphs herein.
A social graph can have a node for each entity and edges to
represent relationships between entities. A node in a social graph
can represent any entity. In particular embodiments, a unique
client identifier can be assigned to each user in the social graph.
This disclosure assumes that at least one entity of a social graph
is a player or player character in an online multiplayer game,
though this disclosure contemplates any suitable social graph
users.
[0038] The minimum number of edges required to connect a player (or
player character) to another user is considered the degree of
separation between them. For example, where the player and the user
are directly connected (one edge), they are deemed to be separated
by one degree of separation. The user would be a so-called
"first-degree friend" of the player. Where the player and the user
are connected through one other user (two edges), they are deemed
to be separated by two degrees of separation. This user would be a
so-called "second-degree friend" of the player. Where the player
and the user are connected through N edges (or N-1 other users),
they are deemed to be separated by N degrees of separation. This
user would be a so-called "Nth-degree friend." As used herein, the
term "friend" means only first-degree friends, unless context
suggests otherwise.
[0039] Within the social graph, each player (or player character)
has a social network. A player's social network includes all users
in the social graph within Nmax degrees of the player, where Nmax
is the maximum degree of separation allowed by the system managing
the social graph (such as, for example, social networking system
120a or game networking system 120b). In one embodiment, Nmax
equals 1, such that the player's social network includes only
first-degree friends. In another embodiment, Nmax is unlimited and
the player's social network is coextensive with the social
graph.
[0040] In particular embodiments, the social graph is managed by
game networking system 120b, which is managed by the game operator.
In other embodiments, the social graph is part of a social
networking system 120a managed by a third-party (e.g., Facebook,
Friendster, Myspace). In yet other embodiments, player 101 has a
social network on both game networking system 120b and social
networking system 120a, wherein player 101 can have a social
network on the game networking system 120b that is a subset,
superset, or independent of the player's social network on social
networking system 120a. In such combined systems, game network
system 120b can maintain social graph information with edge type
attributes that indicate whether a given friend is an "in-game
friend," an "out-of-game friend," or both. The various embodiments
disclosed herein are operable when the social graph is managed by
social networking system 120a, game networking system 120b, or
both.
[0041] FIG. 2 is a block diagram illustrating an example of a
social network 200 within a social graph. As shown, Player 201 can
be associated, connected or linked to various other users, or
"friends," within the out-of-game social network 250. These
associations, connections or links can track relationships between
users within the out-of-game social network 250 and are commonly
referred to as online "friends" or "friendships" between users.
Each friend or friendship in a particular user's social network
within a social graph is commonly referred to as a "node." For
purposes of illustration and not by way of limitation, the details
of out-of-game social network 250 will be described in relation to
Player 201. As used herein, the terms "player" and "user" can be
used interchangeably and can refer to any user or character in an
online multiuser game system or social networking system. As used
herein, the term "friend" can mean any node within a player's
social network.
[0042] As shown in FIG. 2, Player 201 has direct connections with
several friends. When Player 201 has a direct connection with
another individual, that connection is referred to as a
first-degree friend. In out-of-game social network 250, Player 201
has two first-degree friends. That is, Player 201 is directly
connected to Friend 1.sub.1 211 and Friend 2.sub.1 221. In a social
graph, it is possible for individuals to be connected to other
individuals through their first-degree friends (i.e., friends of
friends). As described above, each edge required to connect a
player to another user is considered the degree of separation. For
example, FIG. 2 shows that Player 201 has three second-degree
friends to whom he is connected via his connection to his
first-degree friends. Second-degree Friend 1.sub.2 212 and Friend
2.sub.2 222 are connected to Player 201 via his first-degree Friend
1.sub.1 211. The limit on the depth of friend connections, or the
number of degrees of separation for associations, that Player 201
is allowed is typically dictated by the restrictions and policies
implemented by social networking system 120a.
[0043] In various embodiments, Player 201 can have Nth-degree
friends connected to him through a chain of intermediary degree
friends as indicated in FIG. 2. For example, Nth-degree Friend
1.sub.N 219 is connected to Player 201 via second-degree Friend
3.sub.2 232 and one or more other higher-degree friends. Various
embodiments may utilize the distinction between the various degrees
of friendship relative to Player 201.
[0044] In particular embodiments, a player (or player character)
can have a social graph within an online multiplayer game that is
maintained by the game engine and another social graph maintained
by a separate social networking system. FIG. 2 depicts an example
of in-game social network 260 and out-of-game social network 250.
In this example, Player 201 has out-of-game connections 255 to a
plurality of friends, forming out-of-game social network 250. Here,
Friend 1.sub.1 211 and Friend 2.sub.1 221 are first-degree friends
with Player 201 in his out-of-game social network 250. Player 201
also has in-game connections 265 to a plurality of players, forming
in-game social network 260. Here, Friend 2.sub.1 221, Friend
3.sub.1 231, and Friend 4.sub.1 241 are first-degree friends with
Player 201 in his in-game social network 260, and friend 4.sub.2
242 is a second-degree friend with Player 201 in his in-game social
network 260. In some embodiments, it is possible for a friend to be
in both the out-of-game social network 250 and the in-game social
network 260. Here, Friend 2.sub.1 221 has both an out-of-game
connection 255 and an in-game connection 265 with Player 201, such
that Friend 2.sub.1 221 is in both Player 201's in-game social
network 260 and Player 201's out-of-game social network 250.
[0045] As with other social networks, Player 201 can have
second-degree and higher-degree friends in both his in-game and
out-of-game social networks. In some embodiments, it is possible
for Player 201 to have a friend connected to him both in his
in-game and out-of-game social networks, wherein the friend is at
different degrees of separation in each network. For example, if
Friend 2.sub.2 222 had a direct in-game connection with Player 201,
Friend 2.sub.2 222 would be a second-degree friend in Player 201's
out-of-game social network, but a first-degree friend in Player
201's in-game social network. In particular embodiments, a game
engine can access an in-game social network 260, out-of-game social
network 250, or both.
[0046] In particular embodiments, the connections in a player's
in-game social network can be formed both explicitly (e.g., users
must "friend" each other) and implicitly (e.g., system observes
user behaviors and "friends" users to each other). Unless otherwise
indicated, reference to a friend connection between two or more
players can be interpreted to cover both explicit and implicit
connections, using one or more social graphs and other factors to
infer friend connections. The friend connections can be
unidirectional or bidirectional. It is also not a limitation of
this description that two players who are deemed "friends" for the
purposes of this disclosure are not friends in real life (i.e., in
disintermediated interactions or the like), but that could be the
case.
Game Systems
[0047] A game event may be an outcome of an engagement, a provision
of access, rights and/or benefits, or the obtaining of some assets
(e.g., health, money, strength, inventory, land, etc.). A game
engine determines the outcome of a game event according to a
variety of factors, such as the game rules, a player character's
in-game actions, player character state, game state, interactions
of other player characters, and random calculations. Engagements
can include simple tasks (e.g., plant a crop, clean a stove),
complex tasks (e.g., build a farm or business, run a cafe), or
other events.
[0048] An online game can be hosted by a game networking system
620b, which can be accessed over any suitable network with an
appropriate client system 630. A player may have a game system
account on game networking system 620b, wherein the game system
account can contain a variety of information about the player
(e.g., the player's personal information, player character state,
game state, etc.). In various embodiments, an online game can be
embedded into a third-party website. The game can be hosted by the
networking system of the third-party website, or it can be hosted
on game networking system 320b and merely accessed via the
third-party website. The embedded online game can be hosted solely
on a server of game networking system 620b or using a third-party
vendor server. In addition, any combination of the functions of the
present disclosure can be hosted on or provided from any number of
distributed network resources. For example, one or more executable
code objects that implement all or a portion of the game can be
downloaded to a client system for execution.
Virtual Currency
[0049] In various embodiments, players within the game can acquire
virtual currency. In such games, the virtual currency might be
represented by virtual coins, virtual cash, or by a number or value
stored by the server for that player's benefit. Such virtual
currency represents units of value for use in the online game
system, and is analogous to legal currency. Virtual currency can be
purchased in one or more actual cash or credit transactions by a
player, where the legal currency is transferred using a
credit/debit/charge card transaction conveyed over a financial
network. In some embodiments, a player may earn virtual currency by
taking action in the game. For example, a player may be rewarded
with one or more units of virtual currency after completing a task,
quest, challenge, or mission within the game. For example, a
farming game might reward 10 gold coins each time a virtual crop is
harvested.
[0050] In some embodiments, virtual currency can be used to
purchase one or more in-game assets or other benefits. For example,
a player may be able to exchange virtual currency for a desired
level, access, right, or item in an online game. In one embodiment,
legal currency can be used to directly purchase an in-game asset or
other benefit. The player can select the desired in-game asset or
other benefit. Once appropriate selections are made, the player can
place the order to purchase the in-game asset or other benefit.
This order is received by the game networking system 620b, which
can then process the order. If the order is processed successfully,
an appropriate financial account associated with the player can be
debited by the amount of virtual currency or legal currency needed
to buy the selected in-game asset or other benefit.
[0051] In some embodiments, multiple types of virtual currency may
be available for purchase from the game system operator. For
example, an online game may have virtual gold coins and virtual
cash. The different types of virtual currency may have different
exchange rates with respect to legal currency and each other. For
example, a player may be able to exchange $1 in legal currency for
either 100 virtual gold coins or $2 in virtual cash, but virtual
gold coins may not be exchanged for virtual cash. Similarly, where
in-game assets and other benefits can be purchased with virtual
currency, they may have different exchange rates with respect to
the different types of virtual currency. For example, a player may
be able to buy a virtual business object for $10 in virtual cash,
but may not purchase the virtual business object for virtual gold
coins alone. In some embodiments, certain types of virtual currency
can be acquired by engaging in various in-game actions while other
types of virtual currency can only be acquired by exchanging legal
currency. For example, a player may be able to acquire virtual gold
coins by selling virtual goods in a business, but can only acquire
virtual cash by exchanging legal currency. In some implementations,
virtual cash may also be awarded for leveling up in the game.
Team Challenges
[0052] FIG. 3 is a block diagram illustrating example modules of
the game networking system 120b related to incorporating team
challenges into a social game. As defined herein, a "challenge" is
a task or problem. For example, a challenge relating to a poker
game may be to win a hand or win a particular number of hands in a
row. As defined herein, a "team challenge" is a challenge for two
or more members of a team. For example, a team challenge relating
to a poker game may be that two or more players each win a
particular number of hands in a row. A team may include an
initiator of the team challenge and one or more helpers.
[0053] A team challenge may be a collaborative team challenge or a
competitive team challenge. In a collaborative team challenge, each
of the two or more members of the team work collaboratively to
complete the challenge. In some embodiments, one or more of the
members of the team may be assigned a different task than other
members of the team. In a competitive team challenge, one or more
members of the team compete against other members of the team in
completing the challenge. For example, a competitive team challenge
related to a poker game may be to knock out (e.g., take the last
on-table chips of) as many players as possible in 48 hours. The
winner of such a competitive challenge may be the member of the
team who knocks out the most players.
[0054] The game networking system 120b includes a team challenge
module 301 that is configured to incorporate team challenges into a
social game. The team challenge module 301, in turn, includes
various modules 302-322. The definition module 302 is configured to
receive, generate, and maintain definitions of team challenges.
(Definitions are described in more detail below.) The exposure
module 304 is configured to expose the team challenges to the
players of the social game. For example, the exposure module 304
may publish information pertaining to a team challenge in a "friend
feed" of a player. The dashboard module 306 is configured to
provide a dashboard to a player for viewing the status of or
participating in team challenges.
[0055] The participation module 308 is configured to receive or
detect an indication of interest by a player in participating in a
team challenge either as an initiator or as a helper. The accessing
module 310 is configured to access one or more social networks of a
player (e.g., an out-of-game social network or an in-game social
network of the player). For example, the accessing module 310 may
obtain a list of all of a player's friends from the social networks
of the player. The accessing module 310 may also obtain private
information about the player from the social network.
[0056] The helper-listing module 312 is configured to display
information about one or more buddies of the player that the player
may invite to participate in the challenge. The helper-listing
module 312 may list all friends of the player derived from the
accessing of the social network by the accessing module 310. The
helper-listing module 312 may also list a subset of the friends
(e.g., recommended friends) based on information obtained from the
social network or based on information known by the game networking
system 120b independently of the information obtained from the
social network. For example, the helper-listing module 312 may list
the most active players of the social game as recommended
friends.
[0057] The helper-selection module 314 is configured to receive a
selection of one or more of a player's buddies to invite as helpers
toward the completion of a team challenge. The helper-notification
module 316 is configured to notify the helpers of their selection
by the player via an in-game or out-of-game communication
mechanisms. In-game communication mechanisms may include shouts
(e.g., messages displayed temporarily to a player while the player
is accessing the social game), pokergrams (described below), or
friend feeds (described below). Out-of-game communication
mechanisms may include email messages or postings on a social
network site on behalf of the player. Additionally, out-of-game
communication mechanisms may include interfacing with an
out-of-game social networking system to post items to a news feed
of the player's buddies or post a request that the player's buddies
perform an action (e.g., help the player complete a team
challenge). The detection module 320 is configured to detect
whether the participants in a team challenge (e.g., the initiator
and his one or more helpers) have completed the team challenge.
[0058] The reminder module 318 is configured to remind players of
their participation in the team challenge or the requirements to
complete it. For example, the reminder module 318 may notify the
participants of the team challenge of a time remaining to complete
the team challenge. The reward module 322 is configured to provide
a reward to the participants of a team challenge based on their
completion of the team challenge. The reward may include in-game or
out-of-game rewards, or a combination of in-game and out-of-game
rewards. For example, the reward may include virtual cash or
experience points, or both. Or the reward may include a gift
certificate or actual cash.
[0059] FIG. 4 is a flowchart illustrating an example method 400 of
incorporating team challenges into a social game. At operation 402,
the definition module 302 receives definitions of one or more team
challenges. A definition may include a name of the challenge (e.g.,
"EasyMoney," "3-to-Get-Ready," "Risky Business," "Hat Tricks,"
"Knockouts," or "Gunslingers"). A definition may include an
objective (or requirement) of the challenge. For example, a
definition may specify that the objective is for each member of the
team to win a hand, win three hands in a row, go all in (e.g., bet
all of one's chips) and win a hand, take a player's last on-table
chips, win a particular type of poker game (e.g., a particular
round of a shootout), or have a particular level of performance in
a particular type of poker game (e.g., place in the top 5% of
players in a weekly tournament). A definition may include a number
of times that the objective must be met. For example, a definition
may specify that the objective must be met three times. In this
case, if the objective is for each member of the team to win three
hands in a row, the challenge would be completed when each member
of the team wins three hands in a row three times.
[0060] A definition may include a number (e.g., an exact, minimum,
or maximum number) of members of the team that must complete the
task. For example, the definition may specify that five players
must complete the challenge. In this case, if the objective is for
each member of the team win a hand, the challenge would be
completed when five members of the team win a hand.
[0061] A definition may include a time constraint. For example, the
definition may specify that the challenge must be completed in a
particular number of minutes, hours, days, weeks, months, or
years.
[0062] A definition may include one or more rewards that members of
the team may receive upon completion of the task. All members of
the team may be offered the same reward. Alternatively, one or more
members of the team may be offered a different reward than one or
more other members of the team. For example, the initiator of the
challenge may be offered a reward that has a higher value than
rewards offered to other members of the team. The reward may be
virtual currency, experience points, gold coins, or any combination
of such rewards.
[0063] A definition may include a starting cost. For example, the
definition may specify that each member of the team must make a
particular virtual currency payment (e.g., $500 in poker chips) in
order to participate in the challenge.
[0064] A definition may include a start window. In other words, the
definition may specify a window of time (e.g., 24 hours) in which
an initiator of a challenge may start a challenge a maximum number
of times.
[0065] A definition may include the maximum number of times that
the initiator may start the challenge in the start window. For
example, the definition may specify that the initiator may initiate
a particular challenge (e.g., win a hand) a maximum of five times
during the start window.
[0066] A definition may include a help window. In other words, the
definition may specify a window of time (e.g., 12 hours) in which a
helper may help toward the completion of a challenge a maximum
number of times.
[0067] A definition may include the maximum number of times that
the helper may help toward the completion of the challenge in the
help window. For example, the definition may specify that a helper
may help complete a particular challenge (e.g., win three hands in
a row) a maximum of five times during the help window.
[0068] A definition may include an ordering for the challenge. For
example, the definition may specify an index number (e.g., "1") for
a first challenge that is lower than an index number (e.g., "3")
for a second challenge based on a determination that the first
challenge is an easier challenge than the second challenge. A
status module (described below) may use the ordering associated
with each challenge to determine the order in which to present the
challenges to the user.
[0069] A definition of a collaborative team challenge may include
different elements than a definition of a competitive team
challenge. For example, a definition of either type of team
challenge may include common elements of an objective, a minimum
number of buddies, and a time constraint. However, a competitive
team challenge may include, in addition to the common elements, a
player clock that starts running when the team challenge is
accepted by the player and stops running after a predetermined
amount of time elapses (e.g., 1 hour), a global challenge clock
that determines when players' scores will be compared, an "unlock
level" value that specifies a level of experience that a player
must have to initiate or participate in the team challenge, and a
buy-in value that specifies an amount of in-game currency (e.g.,
poker chips) that a player must provide to participate in the
challenge. Examples of sets of team challenge definitions are
illustrated in FIG. 6 and FIG. 7.
[0070] Additionally, the rewards for a competitive team challenge
may be based on the total of all of the player buy-ins. For
example, the first place winner may receive 50% of the buy-ins, the
second-place winner may receive 30% of the buy-ins, and the
third-place winner may receive 20% of the buy-ins.
[0071] Each of the one or more definitions of the team challenges
may be provided by an administrator of the game-networking system
120b. Alternatively, the definition may be generated automatically
based on an enumeration of possible tasks.
[0072] At operation 404, the exposure module 304 exposes the team
challenges to players of the social game. For example, the exposure
module 304 may display a "Challenge" icon (e.g., Challenge icon 810
of FIG. 8) within the user interface of the social game. The
"Challenge" icon, when clicked by a player, may cause the dashboard
module 306 to display a status of the player with respect to each
of the defined team challenges. Or the exposure module 304 may
cause a button or link pertaining to the challenges to be displayed
in a news feed (e.g., a new feed associated with the social game or
a news feed associated with the out-of-game social network
102a).
[0073] For example, if one of a player's buddies is making progress
toward the completion of a team challenge, the exposure module 304
may cause a news item pertaining to the team challenge to be
displayed in an in-game news feed (e.g., "Friend Feed") of the
player. The news item may include a button or link related to team
challenges. Upon a clicking of the button or link, the dashboard
module 306 may present a user interface from which the player can
indicate his willingness to help a buddy complete a challenge or
from which the player can initiate a new challenge.
[0074] At operation 406, the dashboard module 306 displays
information pertaining to the team challenges (e.g., in response to
a clicking of the "Challenge" icon by a player from within the user
interface of the game, as described above). The dashboard may be a
user interface from which a player can initiate a challenge, agree
to help buddies complete a challenge, or call for help in
completing the player's own challenge or a challenge of one of the
player's buddies.
[0075] The dashboard may display information from the definition of
each team challenge, such as the objective of the team challenge,
the time constraint associated with the challenge, and the number
of helpers that must complete the challenge. The dashboard may also
display a live timer showing a countdown of a time remaining for
the completion of each challenge that the player has initiated or
agreed to help complete. The dashboard may also show a progress
toward the completion of each challenge (e.g., a percentage of
completion) for which the player is an initiator or helper. The
dashboard may also show which players have completed their portion
of each team challenge. For example, in a status entry for each
challenge, the dashboard may show a picture of each player who has
completed a portion of the challenge.
[0076] The dashboard may separate (e.g., via tabs of a user
interface) a display of information pertaining to team challenges
initiated by the player from a display of information pertaining to
team challenges initiated by the player's buddies. The dashboard
may also organize the information about the team challenges such
that information about new team challenges, in-progress team
challenges, completed team challenges, and failed team challenges
is grouped together.
[0077] For each team challenge that has not been initiated by the
player, the dashboard may provide a mechanism (e.g., a "Start and
Get Help" button) by which the player may initiate the
challenge.
[0078] For each team challenge that has been initiated by one of
the player's buddies, but for which the player has not yet agreed
to help, the dashboard may provide a mechanism (e.g., a "Help
Buddy" button) through which the player may indicate his
willingness to help his buddy complete the task. When a player
clicks on this user interface element, the dashboard module 306 may
also provide (e.g., via the participation module 308) the player
with an option to select additional players to help his buddy
toward the completion of the task.
[0079] For each team challenge that has been initiated by the
player or one of the player's buddies, but has not yet been
completed by enough buddies, the dashboard module 306 may provide a
mechanism (e.g., a "Call for Help" button) through which the player
may request (e.g., via the participation module 308) additional
buddies to help complete the task.
[0080] For each team challenge that is completed, the dashboard may
display information about the reward. For example, if a team
challenge is completed, but the player did not perform that task he
was assigned, the player may be notified that he did not receive a
reward. Or, if the team challenge is completed, and the player
completed his portion of the team challenge, the player may be
notified that he received the reward, such as a particular amount
of virtual currency (e.g., poker chips) and a particular amount of
experience points.
[0081] For each team challenge that is not completed, the dashboard
may display information about why the task was not completed. For
example, the dashboard may indicate that particular players
completed their portions of the team challenge, but particular
other players did not complete their portions.
[0082] At operation 408, the participation module 308 receives a
request from a player to initiate or help a buddy complete one of
the team challenges. For example, the request may be received as a
result of the player clicking on a "Start and Get Help" button
associated with the team challenge on the dashboard described
above.
[0083] At operation 410, the accessing module 310 accesses
information pertaining to one or more social networks of the
player. The social networks may be in-game social networks or
out-of-game social networks. The information may be information
that the player previously allowed the game networking system 120b
to extract from the social networking system 120a. For example,
when accessing the social game for the first time, the player may
have granted permission for the game networking system 120b to
access to the information. The information may be any information
that the social networks maintain about the player, including
personal information about the player and listings of the player's
acknowledged friends.
[0084] At operation 412, the helper-listing module 312 provides
(e.g., via a user interface) a set of the player's buddies who may
be willing to help the player complete the team challenge. The set
of the player's buddies may be based on information obtained from
the social networks of the player. The set of the player's buddies
may also be based on information maintained by the gaming network
system 120a independently of the information obtained about the
buddies from the social networks of the player. The helper-listing
module 312 may determine recommended helpers based on the
information about the buddies. The helper-listing module 312 may
provide a listing of all of the player's friends on a first tab of
a user interface and a listing of recommended ones of the player's
friends on a second tab of the user interface.
[0085] At operation 414, the helper-selection module 314 receives a
selection of helpers from the set of buddies. For example, the
player may select the helpers from the displayed set of the
player's buddies by selecting a checkbox user interface element
associated with each of the selected buddies and displayed by the
helper-listing module 312.
[0086] At operation 416, the helper-notification module 316
notifies the helpers of their selection to participate in the team
challenge. For example, the helper-notification module 316 may
notify the selected buddies via an email message or a posting on
the player's behalf on an out-of-game social network. Thus, even
selected buddies who have never accessed the social game network
120b may be notified of their selection by the player. The
helper-notification module 316 may notify selected buddies who are
also players of the game via one or more in-game mechanisms, such
as shouts, pokergrams, friend feeds, message centers, or other
mechanisms.
[0087] At operation 418, operations 408-416 are repeated for each
of the selected buddies. At operation 420, the detection module 320
detects whether the initiator and the helpers have completed their
respective portions of the team challenge.
[0088] At operation 422, the reminder module 322 provides a status
of the completion of the project to the initiator and the helpers.
For example, if a team challenge is about to end (e.g., the time
limit of the team challenge is about to be exceeded), the reminder
module 322 may remind the initiator and helpers about what needs to
be done and how much time is left.
[0089] At operation 424, the reward module 324 provides rewards to
the initiator and the helpers based on the completion of the team
challenge. For example, upon a completion of a team challenge, the
initiator and the helpers may each receive $5,000 in virtual cash
and 40 experience points. In various embodiments, the reward module
324 provides a reward only when the player takes an action to claim
the reward (e.g., when the user clicks on a "Claim Reward"
button).
[0090] The reward module 322 may also update information regarding
each player's level of mastery of team challenges. For example, the
reward module 324 may associate a mastery level with each player.
The reward module 324 may also provide a visual bar showing the
percentage of achieving the next mastery level. For example, a
player that completes 1-4 team challenges might have a "Beginner"
mastery level, a player that completes 5-9 challenges may have an
"Intermediate" mastery level, a player that completes 10-24
challenges may have an "Advanced" mastery level, and a player that
completes 25 or more challenges may have a "Mastered" mastery
level.
[0091] The reward module 324 may incorporate information regarding
challenge mastery into a profile of the user. For example,
underneath a picture of the player in the player profile, the
reward module 324 may display the mastery level. Mastery levels may
be tracked with regard to team challenges as a whole or for
individual team challenges.
[0092] The reward module 324 may unlock more advanced team
challenges for participation by the user based on the player's
mastery level of easier team challenges or based on the player's
experience level (e.g., as determined by experience points received
by the player for performing various in-game tasks, including
participating in team challenges).
[0093] The reward module 324 may increase the amount of the reward
for a challenge that has not been completed and for which the time
limit is about to be reached. In this case, the reward module 324
may notify players of the new reward amount (e.g., via the reminder
module 322).
[0094] The reward module 324 may keep track of challenges that were
not completed successfully and notify the initiators and helpers of
the reward they lost by not completing the challenge and who was
responsible for the failure.
[0095] FIG. 5 is a flowchart illustrating an example method 500 of
incorporating team challenges into a social game. At operation 502,
the participation module 308 receives a request to start a team
challenge, with the team challenge including an in-game task that a
plurality of players is to complete. The plurality of players may
include an initiator and a helper. At operation 504, the
helper-selection module 314 receives a selection of the helpers
from a set of buddies, with the set of buddies being based on a
social network of the initiator. At operation 506, the detection
module 320 detects a completion of the in-game task by each of the
plurality of players. At operation 508, the reward module 324
provides a reward to each of the plurality of players based on the
detection of the completion.
[0096] FIG. 6 is a table illustrating an example set 600 of team
challenge definitions. Each of the elements of each of the
definitions of the set 600 is described above with respect to FIG.
4. FIG. 7 is a table illustrating an additional example set 700 of
team challenge definitions. Each of the elements of each of the
definitions of the set 700 is described above with respect to FIG.
4. In example embodiments, the set 600 may correspond to
collaborative team challenges and the set 700 may correspond to
competitive team challenges.
Game Interfaces
[0097] FIG. 8 is a block diagram illustrating an example of a
webpage-based game interface for an online game accessed by client
systems 630. In various embodiments, a user 101 of a client system
630 can use a browser client (e.g., Firefox, Chrome, Internet
Explorer, etc.) to access the online game over the Internet (or
other suitable network). The game interface 870 illustrated in FIG.
8 may be automatically generated and presented to the user in
response to the user visiting or accessing the game operator's
website or a third-party's website from client system 130 with a
browser client. Game networking system 120b can transmit data to
client system 130, thereby allowing it to display game interface
870, which is typically some type of graphic user interface. For
example, the webpage downloaded to client system 130 may include an
embedded call that causes client system 130 to download an
executable object, such as a Flash .SWF object, which executes on
client system 130 and renders the game within the context of the
webpage. Other interface types are possible, such as server-side
rendering and the like. Game interface 870 is configured to receive
signals from the user 101 via client system 130. For example, the
user 101 can click on game interface 870 or enter commands from a
keyboard or other suitable input device. The game engine can
respond to these signals to allow game play. The display of game
interface 870 can change based on the output of the game engine,
the input of the player, and other signals from game networking
system 120b and client system 130.
[0098] The game interface 870 can display various game components,
such as the game environment, options available to the player
(e.g., in-game actions, preferences, settings, etc.), game results,
and so forth. Some components of the game interface may be static,
while others may be dynamic (e.g., changing with game play). The
user may be able to interact with some components (e.g., player
character, NPCs, virtual objects, etc.) and not interact with other
components (e.g., the background of the virtual world, such as the
virtual street or sidewalk). The user can engage in specific
in-game actions or activities by providing input to game interface
870.
[0099] In the example online game illustrated in FIG. 8, the user
plays poker on a virtual poker table in an online social game. Game
interface 870 shows the virtual poker table and various actions
that the user can perform. The player can interact with various
elements of the interface, such as the call, fold, and raise
buttons of the action bar 820. The user can click on (or otherwise
activate) various aspects of the game interface to provide
instructions to the game engine. For example, by clicking on the
Challenge icon 810, the user can participate in team challenges. In
various embodiments, the Challenge icon 810 includes a counter
(e.g., "2") indicating a number of updates to statuses of team
challenges pertaining to a player (e.g., since the statuses were
last viewed by the player).
[0100] The user can also click on various user interface elements
in game interface 870 to activate various game options. For
example, if the user clicks on one of the buttons in action bar 860
to call, fold, or raise, the game engine will alter the game
interface 870 to show the result of the action. For example, the
player could click on the All-in button and the Raise button,
causing the game engine to alter the game interface 870 to show all
of the player's chips moving toward the center of the table.
[0101] One skilled in the art would appreciate that FIG. 8 is
presented merely as an example of an embodiment of one type of
online game and that the present disclosure is intended to
encompass a variety of game types, including gambling games,
role-playing games, puzzle games, and the like.
[0102] FIG. 9 is a block diagram illustrating an example dashboard
900 for team challenges for a poker game. The dashboard may be
displayed by the dashboard module 306 (e.g., when a player clicks a
"Challenge" icon). The dashboard 900 includes tab 902 corresponding
to a display of information about a player's current challenges.
The dashboard 900 includes tab 904 corresponding to information
about team challenges that the player is helping a buddy complete
or a team challenge that a buddy has requested that the player help
the buddy complete. In this example, tab 902 is selected. In
various embodiments, the tabs 902 or 904 include a counter (e.g.,
"4") indicating the number of new entries to the tab since the
player last viewed the entries on the tab. Each of the counters may
be reset when the player views the entries on a tab. Additionally,
new entries on a tab may be highlighted (e.g., new entries have a
different background color than other entries visible on the
tab).
[0103] Each of the entries on the tab 902 may include information
908 about the team challenge, including the name of the challenge,
the reward offered for the completion of the challenge, the
objective of the challenge, the number of players who must complete
the challenge, and the time constraint for the challenge (e.g.,
"TIME LIMIT: 2 DAYS"). Each of the entries may also include a live
counter 910 showing an amount of time remaining for completion of
the team challenge. Each of the entries may also include
information 912 regarding progress toward the completion of the
team challenge, such as the percentage of completion of the team
challenge. The information 912 may include icons indicating the
buddies who have completed their portion of the challenge. Each of
the entries may include a button 914 for initiating a challenge or
for requesting that buddies help complete the challenge.
[0104] FIG. 10 is a block diagram illustrating an example dashboard
1000 for team challenges for a poker game. The dashboard may be
displayed by the dashboard module 306 (e.g., when a player clicks a
"Challenge" icon). In this example, tab 1002, which corresponds to
information about challenges that a player has been asked to
participate in or has agreed to participate in, is selected. The
entries of tab 1002 are organized by category (e.g., category
1004). For example, the category 1004 corresponds to "NEW
CHALLENGES." Other categories may include in-progress challenges,
completed challenges, or failed challenges. (Although not depicted
in the dashboard 900 of FIG. 9, entries of the dashboard 900 may
also be organized into categories.) Each entry of tab 1002 may
include information 1006, including the number of buddies needed to
complete the challenge, and whether the player has completed his
portion of the team challenge. A button 1008 may indicate whether
the player has been requested to participate in the team challenge
(e.g., "Help Buddy") or whether additional players are needed to
complete the team challenge (e.g., "Call for Help").
[0105] FIG. 11. is a block diagram illustrating an example user
interface 1100 for listing buddies of the player. The player may
use the example user interface 1100 to select a set of buddies for
participation in the team challenge as helpers. In an example
embodiment, the example user interface 1100 is displayed by the
helper-listing module 312. For example, the example user interface
1100 may be displayed when a player initiates a team challenge or
when the player agrees to help a buddy complete a team challenge.
In this example, the tab 1104 is selected, which corresponds to a
listing of all the player's buddies who are eligible to participate
in the team challenge. In various embodiments, the listing is
derived by the accessing module 310 from information obtained from
one or more social networks of the player. For example, the listing
may be derived by the helper-listing module 312 from information
that the accessing module 310 obtains from one or more social
networks of the player. For example, such information may include
people that the player has designated as buddies or friends on an
out-of-game social network (e.g., Facebook).
[0106] The example user interface 1100 includes a tab 1106 for
listing recommended buddies. The listing of recommended buddies may
include a subset of buddies listed when tab 1104 is selected. The
subset may be based on information about the player or buddies
obtained by the accessing module from one or more social networks
of the player or one or more social networks of the buddies of the
player. Or the subset may be based on information collected and
maintained by the game networking system 120b with respect to the
player or his buddies. For example, the subset may be based on
levels of activities of the player's buddies on the game networking
system 120b.
[0107] Each of the players listed with respect to each of tabs 1104
and 1106 may be associated with a selectable user interface element
(e.g., check box 1102). The player may select one or more of his
buddies by clicking on the associated selectable user interface
elements. Box 1108 may include a listing of buddies that the player
has selected. Each entry in box 1108 may include a user interface
element (e.g., an "X") that the user can select to deselect a
previously selected buddy. Button 1110 is a user interface element
that allows the player to notify the selected buddies that the
player has requested that the buddies participate in a team
challenge via an in-game or out-of-game messaging mechanism, such
as a pokergram, a friend feed, an email message, and so on. The
link 1112 is a user interface element that allows the player to
notify his buddies of his request via postings on an out-of-game
social network site (e.g., Facebook). In example embodiments, the
helper-selection module 314 displays a preview of the message that
will be posted on walls of the selected buddies, allowing the
player to confirm or cancel the notification via the out-of-game
social networking site based on the preview.
[0108] The example user interface 1100 includes a recommended
number 1114 of buddies that should help. The helper listing module
312 may base the recommended number of buddies on a task definition
or information that the accessing module 310 obtains about the
player or his buddies from their online social networks or from
information that the game networking system 120b collects and
maintains.
[0109] FIG. 12 is a block diagram illustrating an example user
interface 1200 for accessing pokergrams. As defined herein, a
"pokergram" may be an in-game notification that has been sent to a
player. For example, a pokergram may be a message notifying the
player of an action one of his buddies has performed with respect
to a team challenge. One skilled in the art will understand that
such in-game notifications are not limited to poker games. In fact,
they may be used in all types of games. The example user interface
1200 may include an icon 1202 for accessing a listing of
pokergrams. Each entry (e.g., entry 1204) of the listing may
include the notification itself as well as information related to
the notification (e.g., when the notification was sent or links to
other user interfaces for responding to the notification). The
notifications may be provided by the helper-notification module
316.
[0110] FIG. 13 is a block diagram illustrating an example user
interface 1300 for a friend feed. As defined herein, a "friend
feed" is a user interface in which news, events, or information
about a player's friends or buddies is presented. For example, a
friend feed may display information about team challenges that a
player's friends have engaged in. Each such entry (e.g., entry
1302) may specify information about the team challenge, such as the
name of the challenge and the amount of the reward associated with
completing the challenge. Each entry may also include a user
interface element (e.g., a button) that enables the player to
perform an action with respect to the news item (e.g., indicate a
willingness to help a buddy complete a team challenge). The
exposure module 304 or the helper-notification module 316 may
integrate news items relating to team challenges into the news feed
of the social game.
Data Flow
[0111] FIG. 14 is a block diagram illustrating an example data flow
between the components of system 510. In particular embodiments,
system 510 can include client system 530, social networking system
520a, and game networking system 520b. The components of system 510
can be connected to each other in any suitable configuration, using
any suitable type of connection. The components may be connected
directly or over any suitable network. Client system 530, social
networking system 520a, and game networking system 520b can each
have one or more corresponding data stores such as local data store
525, social data store 545, and game data store 565, respectively.
Social networking system 520a and game networking system 520b can
also have one or more servers that can communicate with client
system 530 over an appropriate network. Social networking system
520a and game networking system 520b can have, for example, one or
more internet servers for communicating with client system 530 via
the Internet. Similarly, social networking system 520a and game
networking system 520b can have one or more mobile servers for
communicating with client system 530 via a mobile network (e.g.,
GSM, PCS, Wi-Fi, WPAN, etc.). In some embodiments, one server may
be able to communicate with client system 530 over both the
Internet and a mobile network. In other embodiments, separate
servers can be used.
[0112] Client system 530 can receive and transmit data 523 to and
from game networking system 520b. This data can include, for
example, webpages, messages, game inputs, game displays, HTTP
packets, data requests, transaction information, updates, and other
suitable data. At some other time, or at the same time, game
networking system 520b can communicate data 543, 547 (e.g., game
state information, game system account information, page info,
messages, data requests, updates, etc.) with other networking
systems, such as social networking system 520a (e.g., Facebook,
Myspace, etc.). Client system 530 can also receive and transmit
data 527 to and from social networking system 520a. This data can
include, for example, webpages, messages, social graph information,
social network displays, HTTP packets, data requests, transaction
information, updates, and other suitable data.
[0113] Communication between client system 530, social networking
system 520a, and game networking system 520b can occur over any
appropriate electronic communication medium or network using any
suitable communications protocols. For example, client system 530,
as well as various servers of the systems described herein, may
include Transport Control Protocol/Internet Protocol (TCP/IP)
networking stacks to provide for datagram and transport functions.
Of course, any other suitable network and transport layer protocols
can be utilized.
[0114] In addition, hosts or end-systems described herein may use a
variety of higher layer communications protocols, including
client-server (or request-response) protocols, such as the
HyperText Transfer Protocol (HTTP and other communications
protocols, such as HTTP-S, FTP, SNMP, TELNET, and a number of other
protocols, may be used. In addition, a server in one interaction
context may be a client in another interaction context. In
particular embodiments, the information transmitted between hosts
may be formatted as HTML documents. Other structured document
languages or formats can be used, such as XML, and the like.
Executable code objects, such as JavaScript and ActionScript, can
also be embedded in the structured documents.
[0115] In some client-server protocols, such as the use of HTML
over HTTP, a server generally transmits a response to a request
from a client. The response may comprise one or more data objects.
For example, the response may comprise a first data object,
followed by subsequently transmitted data objects. In particular
embodiments, a client request may cause a server to respond with a
first data object, such as an HTML page, which itself refers to
other data objects. A client application, such as a browser, will
request these additional data objects as it parses or otherwise
processes the first data object.
[0116] In particular embodiments, an instance of an online game can
be stored as a set of game state parameters that characterize the
state of various in-game objects, such as, for example, player
character state parameters, non-player character parameters, and
virtual item parameters. In particular embodiments, game state is
maintained in a database as a serialized, unstructured string of
text data as a so-called Binary Large Object (BLOB). When a player
accesses an online game on game networking system 520b, the BLOB
containing the game state for the instance corresponding to the
player can be transmitted to client system 530 for use by a
client-side executed object to process. In particular embodiments,
the client-side executable may be a Flash-based game, which can
de-serialize the game state data in the BLOB. As a player plays the
game, the game logic implemented at client system 530 maintains and
modifies the various game state parameters locally. The client-side
game logic may also batch game events, such as mouse clicks, and
transmit these events to game networking system 520b. Game
networking system 520b may itself operate by retrieving a copy of
the BLOB from a database or an intermediate memory cache (memcache)
layer. Game networking system 520b can also de-serialize the BLOB
to resolve the game state parameters and execute its own game logic
based on the events in the batch file of events transmitted by the
client to synchronize the game state on the server side. Game
networking system 520b may then re-serialize the game state, now
modified, into a BLOB and pass this to a memory cache layer for
lazy updates to a persistent database.
[0117] With a client-server environment in which the online games
may run, one server system, such as game networking system 520b,
may support multiple client systems 530. At any given time, there
may be multiple players at multiple client systems 530 all playing
the same online game. In practice, the number of players playing
the same game at the same time may be very large. As the game
progresses with each player, multiple players may provide different
inputs to the online game at their respective client systems 530,
and multiple client systems 530 may transmit multiple player inputs
and/or game events to game networking system 520b for further
processing. In addition, multiple client systems 530 may transmit
other types of application data to game networking system 520b.
[0118] In particular embodiments, a computed-implemented game may
be a text-based or turn-based game implemented as a series of web
pages that are generated after a player selects one or more actions
to perform. The web pages may be displayed in a browser client
executed on client system 530. As an example and not by way of
limitation, a client application downloaded to client system 530
may operate to serve a set of webpages to a player. As another
example and not by way of limitation, a computer-implemented game
may be an animated or rendered game executable as a stand-alone
application or within the context of a webpage or other structured
document. In particular embodiments, the computer-implemented game
may be implemented using Adobe Flash-based technologies. As an
example and not by way of limitation, a game may be fully or
partially implemented as a SWF object that is embedded in a web
page and executable by a Flash media player plug-in. In particular
embodiments, one or more described webpages may be associated with
or accessed by social networking system 520a. This disclosure
contemplates using any suitable application for the retrieval and
rendering of structured documents hosted by any suitable
network-addressable resource or website.
[0119] Application event data of a game is any data relevant to the
game (e.g., player inputs). In particular embodiments, each
application datum may have a name and a value, and the value of the
application datum may change (i.e., be updated) at any time. When
an update to an application datum occurs at client system 530,
either caused by an action of a game player or by the game logic
itself, client system 530 may need to inform game networking system
520b of the update. For example, if the game is a farming game with
a harvest mechanic (such as Zynga FarmVille), an event can
correspond to a player clicking on a parcel of land to harvest a
crop. In such an instance, the application event data may identify
an event or action (e.g., harvest) and an object in the game to
which the event or action applies. For illustration purposes and
not by way of limitation, system 510 is discussed in reference to
updating a multi-player online game hosted on a network-addressable
system (such as, for example, social networking system 520a or game
networking system 520b), where an instance of the online game is
executed remotely on a client system 530, which then transmits
application event data to the hosting system such that the remote
game server synchronizes the game state associated with the
instance executed by the client system 530.
[0120] In a particular embodiment, one or more objects of a game
may be represented as an Adobe Flash object. Flash may manipulate
vector and raster graphics, and supports bidirectional streaming of
audio and video. "Flash" may mean the authoring environment, the
player, or the application files. In particular embodiments, client
system 530 may include a Flash client. The Flash client may be
configured to receive and run Flash applications or game object
codes from any suitable networking system (such as, for example,
social networking system 520a or game networking system 520b). In
particular embodiments, the Flash client may be run in a browser
client executed on client system 530. A player can interact with
Flash objects using client system 530 and the Flash client. The
Flash objects can represent a variety of in-game objects. Thus, the
player may perform various in-game actions on various in-game
objects by making various changes and updates to the associated
Flash objects. In particular embodiments, in-game actions can be
initiated by clicking or similarly interacting with a Flash object
that represents a particular in-game object. For example, a player
can interact with a Flash object to use, move, rotate, delete,
attack, shoot, or harvest an in-game object. This disclosure
contemplates performing any suitable in-game action by interacting
with any suitable Flash object. In particular embodiments, when the
player makes a change to a Flash object representing an in-game
object, the client-executed game logic may update one or more game
state parameters associated with the in-game object. To ensure
synchronization between the Flash object shown to the player at
client system 530, the Flash client may send the events that caused
the game state changes to the in-game object to game networking
system 520b. However, to expedite the processing and hence the
speed of the overall gaming experience, the Flash client may
collect a batch of some number of events or updates into a batch
file. The number of events or updates may be determined by the
Flash client dynamically or determined by game networking system
520b based on server loads or other factors. For example, client
system 530 may send a batch file to game networking system 520b
whenever 50 updates have been collected or after a threshold period
of time, such as every minute.
[0121] As used herein, the term "application event data" may refer
to any data relevant to a computer-implemented game application
that may affect one or more game state parameters, including, for
example and without limitation, changes to player data or metadata,
changes to player social connections or contacts, player inputs to
the game, and events generated by the game logic. In particular
embodiments, each application datum may have a name and a value.
The value of an application datum may change at any time in
response to the game play of a player or in response to the game
engine (e.g., based on the game logic). In particular embodiments,
an application data update occurs when the value of a specific
application datum is changed. In particular embodiments, each
application event datum may include an action or event name and a
value (such as an object identifier). Thus, each application datum
may be represented as a name-value pair in the batch file. The
batch file may include a collection of name-value pairs
representing the application data that have been updated at client
system 530. In particular embodiments, the batch file may be a text
file and the name-value pairs may be in string format.
[0122] In particular embodiments, when a player plays an online
game on client system 530, game networking system 520b may
serialize all the game-related data, including, for example and
without limitation, game states, game events, and user inputs, for
this particular user and this particular game into a BLOB and
stores the BLOB in a database. The BLOB may be associated with an
identifier that indicates that the BLOB contains the serialized
game-related data for a particular player and a particular online
game. In particular embodiments, while a player is not playing the
online game, the corresponding BLOB may be stored in the database.
This enables a player to stop playing the game at any time without
losing the current state of the game the player is in. When a
player resumes playing the game next time, game networking system
520b may retrieve the corresponding BLOB from the database to
determine the most-recent values of the game-related data. In
particular embodiments, while a player is playing the online game,
game networking system 520b may also load the corresponding BLOB
into a memory cache so that the game system may have faster access
to the BLOB and the game-related data contained therein.
Systems and Methods
[0123] In particular embodiments, one or more described webpages
may be associated with a networking system or networking service.
However, alternate embodiments may have application to the
retrieval and rendering of structured documents hosted by any type
of network addressable resource or web site. Additionally, as used
herein, a user may be an individual, a group, or an entity (such as
a business or third party application).
[0124] Particular embodiments may operate in a wide area network
environment, such as the Internet, including multiple network
addressable systems. FIG. 15 is a block diagram illustrating an
example network environment 610, in which various example
embodiments may operate. Network cloud 660 generally represents one
or more interconnected networks, over which the systems and hosts
described herein can communicate. Network cloud 660 may include
packet-based WANs (such as the Internet), private networks,
wireless networks, satellite networks, cellular networks, paging
networks, and the like. As FIG. 15 illustrates, particular
embodiments may operate in a network environment comprising one or
more networking systems, such as social networking system 620a,
game networking system 620b, and one or more client systems 630.
The components of social networking system 620a and game networking
system 620b operate analogously; as such, hereinafter they may be
referred to simply as networking system 620. Client systems 630 are
operably connected to the network environment via a network service
provider, a wireless carrier, or any other suitable means.
[0125] Networking system 620 is a network addressable system that,
in various example embodiments, comprises one or more physical
servers 622 and data stores 624. The one or more physical servers
622 are operably connected to computer network 660 via, by way of
example, a set of routers and/or networking switches 626. In an
example embodiment, the functionality hosted by the one or more
physical servers 622 may include web or HTTP servers, FTP servers,
application servers, as well as, without limitation, webpages and
applications implemented using Common Gateway Interface (CGI)
script, PHP Hyper-text Preprocessor (PHP), Active Server Pages
(ASP), HTML, XML, Java, JavaScript, Asynchronous JavaScript and XML
(AJAX), Flash, ActionScript, and the like.
[0126] Physical servers 622 may host functionality directed to the
operations of networking system 620. Hereinafter servers 622 may be
referred to as server 622, although server 622 may include numerous
servers hosting, for example, networking system 620, as well as
other content distribution servers, data stores, and databases.
Data store 624 may store content and data relating to, and
enabling, operation of networking system 620 as digital data
objects. A data object, in particular embodiments, is an item of
digital information typically stored or embodied in a data file,
database, or record. Content objects may take many forms,
including: text (e.g., ASCII, SGML, HTML), images (e.g., jpeg, tif
and gif), graphics (vector-based or bitmap), audio, video (e.g.,
mpeg), or other multimedia, and combinations thereof. Content
object data may also include executable code objects (e.g., games
executable within a browser window or frame), podcasts, etc.
Logically, data store 624 corresponds to one or more of a variety
of separate and integrated databases, such as relational databases
and object-oriented databases, that maintain information as an
integrated collection of logically related records or files stored
on one or more physical systems. Structurally, data store 624 may
generally include one or more of a large class of data storage and
management systems. In particular embodiments, data store 624 may
be implemented by any suitable physical system(s) including
components, such as one or more database servers, mass storage
media, media library systems, storage area networks, data storage
clouds, and the like. In one example embodiment, data store 624
includes one or more servers, databases (e.g., MySQL), and/or data
warehouses. Data store 624 may include data associated with
different networking system 620 users and/or client systems
630.
[0127] Client system 630 is generally a computer or computing
device including functionality for communicating (e.g., remotely)
over a computer network. Client system 630 may be a desktop
computer, laptop computer, personal digital assistant (PDA), in- or
out-of-car navigation system, smart phone or other cellular or
mobile phone, or mobile gaming device, among other suitable
computing devices. Client system 630 may execute one or more client
applications, such as a web browser (e.g., Microsoft Internet
Explorer, Mozilla Firefox, Apple Safari, Google Chrome, and Opera),
to access and view content over a computer network. In particular
embodiments, the client applications allow a user of client system
630 to enter addresses of specific network resources to be
retrieved, such as resources hosted by networking system 620. These
addresses can be Uniform Resource Locators (URLs) and the like. In
addition, once a page or other resource has been retrieved, the
client applications may provide access to other pages or records
when the user "clicks" on hyperlinks to other resources. By way of
example, such hyperlinks may be located within the webpages and
provide an automated way for the user to enter the URL of another
page and to retrieve that page.
[0128] A webpage or resource embedded within a webpage, which may
itself include multiple embedded resources, may include data
records, such as plain textual information, or more complex
digitally encoded multimedia content, such as software programs or
other code objects, graphics, images, audio signals, videos, and so
forth. One prevalent markup language for creating webpages is HTML.
Other common web browser-supported languages and technologies
include XML, Extensible Hypertext Markup Language (XHTML),
JavaScript, Flash, ActionScript, Cascading Style Sheet (CSS), and,
frequently, Java. By way of example, HTML enables a page developer
to create a structured document by denoting structural semantics
for text and links, as well as images, web applications, and other
objects that can be embedded within the page. Generally, a webpage
may be delivered to a client as a static document; however, through
the use of web elements embedded in the page, an interactive
experience may be achieved with the page or a sequence of pages.
During a user session at the client, the web browser interprets and
displays the pages and associated resources received or retrieved
from the website hosting the page, as well as, potentially,
resources from other websites.
[0129] When a user at a client system 630 desires to view a
particular webpage (hereinafter also referred to as a target
structured document) hosted by networking system 620, the user's
web browser, or other document rendering engine or suitable client
application, formulates and transmits a request to networking
system 620. The request generally includes a URL or other document
identifier as well as metadata or other information. By way of
example, the request may include information identifying the user,
such as a user identifier (ID), as well as information identifying
or characterizing the web browser or operating system running on
the user's client computing device 630. The request may also
include location information identifying a geographic location of
the user's client system or a logical network location of the
user's client system. The request may also include a timestamp
identifying when the request was transmitted.
[0130] Although the example network environment 610 described above
and illustrated in FIG. 15 described with respect to social
networking system 620a and game networking system 620b, this
disclosure encompasses any suitable network environment using any
suitable systems. As an example and not by way of limitation, the
network environment may include online media systems, online
reviewing systems, online search engines, online advertising
systems, or any combination of two or more such systems.
[0131] FIG. 16 is a block diagram illustrating an example computing
system architecture, which may be used to implement a server 622 or
a client system 630. In one embodiment, hardware system 710
comprises a processor 702, a cache memory 704, and one or more
executable modules and drivers, stored on a tangible computer
readable medium, directed to the functions described herein.
Additionally, hardware system 710 may include a high performance
input/output (I/O) bus 706 and a standard I/O bus 708. A host
bridge 711 may couple processor 702 to high performance I/O bus
706, whereas I/O bus bridge 712 couples the two buses 706 and 708
to each other. A system memory 714 and one or more
network/communication interfaces 716 may couple to bus 706.
Hardware system 710 may further include video memory (not shown)
and a display device coupled to the video memory. Mass storage 718
and I/O ports 720 may couple to bus 708. Hardware system 710 may
optionally include a keyboard, a pointing device, and a display
device (not shown) coupled to bus 708. Collectively, these elements
are intended to represent a broad category of computer hardware
systems, including but not limited to general purpose computer
systems based on the x86-compatible processors manufactured by
Intel Corporation of Santa Clara, Calif., and the x86-compatible
processors manufactured by Advanced Micro Devices (AMD), Inc., of
Sunnyvale, Calif., as well as any other suitable processor.
[0132] The elements of hardware system 710 are described in greater
detail below. In particular, network interface 716 provides
communication between hardware system 710 and any of a wide range
of networks, such as an Ethernet (e.g., IEEE 802.3) network, a
backplane, and so forth. Mass storage 718 provides permanent
storage for the data and programming instructions to perform the
above-described functions implemented in servers 622, whereas
system memory 714 (e.g., DRAM) provides temporary storage for the
data and programming instructions when executed by processor 702.
I/O ports 720 are one or more serial and/or parallel communication
ports that provide communication between additional peripheral
devices, which may be coupled to hardware system 710.
[0133] Hardware system 710 may include a variety of system
architectures and various components of hardware system 710 may be
rearranged. For example, cache 704 may be on-chip with processor
702. Alternatively, cache 704 and processor 702 may be packed
together as a "processor module," with processor 702 being referred
to as the "processor core." Furthermore, certain embodiments of the
present disclosure may not require nor include all of the above
components. For example, the peripheral devices shown coupled to
standard I/O bus 708 may couple to high performance I/O bus 706. In
addition, in some embodiments, only a single bus may exist, with
the components of hardware system 710 being coupled to the single
bus. Furthermore, hardware system 710 may include additional
components, such as additional processors, storage devices, or
memories.
[0134] An operating system manages and controls the operation of
hardware system 710, including the input and output of data to and
from software applications (not shown). The operating system
provides an interface between the software applications being
executed on the system and the hardware components of the system.
Any suitable operating system may be used, such as the LINUX
Operating System, the Apple Macintosh Operating System, available
from Apple Computer Inc. of Cupertino, Calif., UNIX operating
systems, Microsoft.RTM. Windows.RTM.operating systems, BSD
operating systems, and the like. Of course, other embodiments are
possible. For example, the functions described herein may be
implemented in firmware or on an application-specific integrated
circuit.
Furthermore, the above-described elements and operations can be
comprised of instructions that are stored on non-transitory storage
media. The instructions can be retrieved and executed by a
processing system. Some examples of instructions are software,
program code, and firmware. Some examples of non-transitory storage
media are memory devices, tape, disks, integrated circuits, and
servers. The instructions are operational when executed by the
processing system to direct the processing system to operate in
accord with the disclosure. The term "processing system" refers to
a single processing device or a group of inter-operational
processing devices. Some examples of processing devices are
integrated circuits and logic circuitry. Those skilled in the art
are familiar with instructions, computers, and storage media.
Miscellaneous
[0135] One or more features from any embodiment may be combined
with one or more features of any other embodiment without departing
from the scope of the disclosure.
[0136] A recitation of "a", "an," or "the" is intended to mean "one
or more" unless specifically indicated to the contrary. In
addition, it is to be understood that functional operations, such
as "awarding," "locating," "permitting" and the like, are executed
by game application logic that accesses, and/or causes changes to,
various data attribute values maintained in a database or other
memory.
[0137] The present disclosure encompasses all changes,
substitutions, variations, alterations, and modifications to the
example embodiments herein that a person having ordinary skill in
the art would comprehend. Similarly, where appropriate, the
appended claims encompass all changes, substitutions, variations,
alterations, and modifications to the example embodiments herein
that a person having ordinary skill in the art would
comprehend.
[0138] For example, the methods, game features and game mechanics
described herein may be implemented using hardware components,
software components, and/or any combination thereof. By way of
example, while embodiments of the present disclosure have been
described as operating in connection with a networking website,
various embodiments of the present disclosure can be used in
connection with any communications facility that supports web
applications. Furthermore, in some embodiments the term "web
service" and "website" may be used interchangeably and additionally
may refer to a custom or generalized API on a device, such as a
mobile device (e.g., cellular phone, smart phone, personal GPS,
PDA, personal gaming device, etc.), that makes API calls directly
to a server. Still further, while the embodiments described above
operate with respect to a poker game, the embodiments can be
applied to any game that includes multiple players. The
specification and drawings are, accordingly, to be regarded in an
illustrative rather than a restrictive sense. It will, however, be
evident that various modifications and changes may be made
thereunto without departing from the broader spirit and scope of
the disclosure as set forth in the claims and that the disclosure
is intended to cover all modifications and equivalents within the
scope of the following claims.
* * * * *