U.S. patent application number 13/244921 was filed with the patent office on 2012-11-29 for online asynchronous game with player-matching mechanic based on gameplay characteristics.
Invention is credited to Kevin Holme, Michael McGary, Justin Rouse, Vijay Thakkar.
Application Number | 20120302354 13/244921 |
Document ID | / |
Family ID | 47075393 |
Filed Date | 2012-11-29 |
United States Patent
Application |
20120302354 |
Kind Code |
A1 |
Thakkar; Vijay ; et
al. |
November 29, 2012 |
ONLINE ASYNCHRONOUS GAME WITH PLAYER-MATCHING MECHANIC BASED ON
GAMEPLAY CHARACTERISTICS
Abstract
A player-matching mechanic selects users for an online
asynchronous game where players specify moves at different times.
Values from instances of the game are used to determine
characteristics of the users including at least one of gameplay
characteristics or chat characteristics. Users can be chosen for
instances of the game by comparing values corresponding to these
characteristics.
Inventors: |
Thakkar; Vijay; (US)
; McGary; Michael; (US) ; Holme; Kevin;
(US) ; Rouse; Justin; (US) |
Family ID: |
47075393 |
Appl. No.: |
13/244921 |
Filed: |
September 26, 2011 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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13114900 |
May 24, 2011 |
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13244921 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/31 20140902;
A63F 13/12 20130101; A63F 2300/5566 20130101; G06F 3/048 20130101;
A63F 2300/556 20130101; A63F 13/795 20140902 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of matching players in an online asynchronous game
where players specify moves at different times, comprising:
receiving values for a plurality of moves corresponding to a
plurality of users playing in instances of the online asynchronous
game, the online asynchronous game being hosted by a computer
system that stores online-game values in a data storage system;
using at least one computer to determine gameplay characteristics
of the users from the moves, the gameplay characteristics for a
user including at least one of a playing frequency that
characterizes how frequently the user engages in the online
asynchronous game, a playing intensity that characterizes
simultaneous instances played by the user in the online
asynchronous game or a playing style that characterizes repeated
move patterns by the user in the online asynchronous game; matching
a first user and a second user to play a selected instance of the
online asynchronous game by comparing their corresponding gameplay
characteristics; receiving values corresponding to the selected
instance of the online asynchronous game as played by the first
user and the second user; and determining an engagement value based
on the gameplay characteristics for at least one of the first user
or the second user from the values corresponding to the selected
instance of the online asynchronous game, the engagement value
characterizing a change in the gameplay characteristics relative to
the gameplay characteristics before the matching of the first user
and the second user.
2. The method of claim 1, wherein the gameplay characteristics are
determined by using values from the moves to identify gameplay
patterns of the moves over time.
3. The method of claim 1, wherein the engagement value
characterizes a change in the first user's playing frequency
relative to the first user's playing frequency before the matching
of the first user and the second user, the first user's playing
frequency being characterized by calculating a value for how often
the first user plays the online asynchronous game with respect to a
reference time zone.
4. The method of claim 1, wherein the engagement value
characterizes a change in the first user's playing frequency
relative to the first user's playing frequency before the matching
of the first user and the second user, the first user's playing
frequency being characterized by calculating a value for an amount
of time that the first user waits in the online asynchronous game
before responding to another player.
5. The method of claim 1, wherein the engagement value
characterizes a change in the first user's playing intensity
relative to the first user's playing intensity before the matching
of the first user and the second user, the first user's playing
intensity being characterized by calculating a value for a number
of instances of the online asynchronous game being simultaneously
played by the first user.
6. The method of claim 1, wherein the engagement value
characterizes a change in the first user's playing style relative
to the first user's playing style before the matching of the first
user and the second user, the first user's playing style being
characterized by calculating one or more values for how often that
user employs selected move patterns in the online asynchronous
game.
7. The method of claim 1, wherein an instance of the online
asynchronous game includes a plurality of rounds in which players
specify moves at different times in each round before a common
deadline in that round.
8. The method of claim 1, wherein an instance of the online
asynchronous game includes a plurality of rounds in which players
specify moves at different times by alternating moves at different
times.
9. The method of claim 1, further comprising classifying each user
into one of a plurality of groups that each correspond to a
different range of gameplay values for a measure of gameplay
characteristics, wherein the matching of the first user and the
second user includes: selecting the first user from a first group
with a first gameplay-value range, and selecting the second user
from a second group with a second gameplay-value range that is a
threshold distance from the first gameplay-value range.
10. The method of claim 1, wherein the gameplay characteristics are
determined from values of the moves.
11. A non-transitory computer-readable medium that stores a
computer program for matching players in an online asynchronous
game where players alternate moves at different times, the computer
program including instructions that, when executed by at least one
computer, cause the at least one computer to perform operations
comprising: receiving values for a plurality of moves corresponding
to a plurality of users playing in instances of the online
asynchronous game, the online asynchronous game being hosted by a
computer system that stores online-game values in a data storage
system; determining gameplay characteristics of the users from the
moves, the gameplay characteristics for a user including at least
one of a playing frequency that characterizes how frequently the
user engages in the online asynchronous game, a playing intensity
that characterizes simultaneous instances played by the user in the
online asynchronous game or a playing style that characterizes
repeated move patterns by the user in the online asynchronous game;
matching a first user and a second user to playa selected instance
of the online asynchronous game by comparing their corresponding
gameplay characteristics; receiving values corresponding to the
selected instance of the online asynchronous game as played by the
first user and the second user; and determining an engagement value
based on the gameplay characteristics for at least one of the first
user or the second user from the values corresponding to the
selected instance of the online asynchronous game, the engagement
value characterizing a change in the gameplay characteristics
relative to the gameplay characteristics before the matching of the
first user and the second user.
12. The non-transitory computer-readable medium of claim 11,
wherein the gameplay characteristics are determined by using values
from the moves to identify gameplay patterns of the moves over
time.
13. The non-transitory computer-readable medium of claim 11,
wherein the engagement value characterizes a change in the first
user's playing frequency relative to the first user's playing
frequency before the matching of the first user and the second
user, the first user's playing frequency being characterized by
calculating a value for how often the first user plays the online
asynchronous game with respect to a reference time zone.
14. The non-transitory computer-readable medium of claim 11,
wherein the engagement value characterizes a change in the first
user's playing frequency relative to the first user's playing
frequency before the matching of the first user and the second
user, the first user's playing frequency being characterized by
calculating a value for an amount of time that the first user waits
in the online asynchronous game before responding to another
player.
15. The non-transitory computer-readable medium of claim 11,
wherein the engagement value characterizes a change in the first
user's playing intensity relative to the first user's playing
intensity before the matching of the first user and the second
user, the first user's playing intensity being characterized by
calculating a value for a number of instances of the online
asynchronous game being simultaneously played by the first
user.
16. The non-transitory computer-readable medium of claim 11,
wherein the engagement value characterizes a change in the first
user's playing style relative to the first user's playing style
before the matching of the first user and the second user, the
first user's playing style being characterized by calculating one
or more values for how often that user employs selected move
patterns in the online asynchronous game.
17. The non-transitory computer-readable medium of claim 11,
wherein an instance of the online asynchronous game includes a
plurality of rounds in which players specify moves at different
times in each round before a common deadline in that round.
18. The non-transitory computer-readable medium of claim 11,
wherein an instance of the online asynchronous game includes a
plurality of rounds in which players specify moves at different
times by alternating moves at different times.
19. The non-transitory computer-readable medium of claim 11,
wherein the computer program further includes instructions that,
when executed by the at least one computer, cause the at least one
computer to perform operations comprising: classifying each user
into one of a plurality of groups that each correspond to a
different range of gameplay values for a measure of gameplay
characteristics, wherein the matching of the first user and the
second user includes: selecting the first user from a first group
with a first gameplay-value range, and selecting the second user
from a second group with a second gameplay-value range that is a
threshold distance from the first gameplay-value range.
20. An apparatus to match players in an online asynchronous game
where players alternate moves at different times, the apparatus
comprising at least one computer to perform operations for
computer-executable modules including: a value-receiving module
configured to receive values for a plurality of moves corresponding
to a plurality of users playing in instances of the online
asynchronous game; a gameplay-characteristics module configured to
determine gameplay characteristics of the users from the moves, the
gameplay characteristics for a user including at least one of a
playing frequency that characterizes how frequently the user
engages in the online asynchronous game, a playing intensity that
characterizes simultaneous instances played by the user in the
online asynchronous game or a playing style that characterizes
repeated move patterns by the user in the online asynchronous game;
and a user-matching module configured to match a first user and a
second user to play a selected instance of the online asynchronous
game by comparing their corresponding gameplay characteristics, the
user-matching module further operating to receive values
corresponding to the selected instance of the online asynchronous
game as played by the first user and the second user, and the
user-matching module further operating to determine an engagement
value based on the gameplay characteristics for at least one of the
first user or the second user from the values corresponding to the
selected instance of the online asynchronous game, the engagement
value characterizing a change in the gameplay characteristics
relative to the gameplay characteristics before the matching of the
first user and the second user.
21. The apparatus of claim 20, wherein the gameplay characteristics
are determined by using values from the moves to identify gameplay
patterns of the moves over time.
22. The apparatus of claim 20, wherein the engagement value
characterizes a change in the first user's playing frequency
relative to the first user's playing frequency before the matching
of the first user and the second user, the first user's playing
frequency being characterized by calculating a value for how often
the first user plays the online asynchronous game with respect to a
reference time zone.
23. The apparatus of claim 20, wherein the engagement value
characterizes a change in the first user's playing frequency
relative to the first user's playing frequency before the matching
of the first user and the second user, the first user's playing
frequency being characterized by calculating a value for an amount
of time that the first user waits in the online asynchronous game
before responding to another player.
24. The apparatus of claim 20, wherein the engagement value
characterizes a change in the first user's playing intensity
relative to the first user's playing intensity before the matching
of the first user and the second user, the first user's playing
intensity being characterized by calculating a value for a number
of instances of the online asynchronous game being simultaneously
played by the first user.
25. The apparatus of claim 20, wherein the engagement value
characterizes a change in the first user's playing style relative
to the first user's playing style before the matching of the first
user and the second user, the first user's playing style being
characterized by calculating one or more values for how often that
user employs selected move patterns in the online asynchronous
game.
26. The apparatus of claim 20, wherein an instance of the online
asynchronous game includes a plurality of rounds in which players
specify moves at different times in each round before a common
deadline in that round.
27. The apparatus of claim 20, wherein an instance of the online
asynchronous game includes a plurality of rounds in which players
specify moves at different times by alternating moves at different
times.
28. The apparatus of claim 20, wherein the user-matching module is
further configured to perform operations including: classifying
each user into one of a plurality of groups that each correspond to
a different range of gameplay values for a measure of gameplay
characteristics, wherein the matching of the first user and the
second user includes: selecting the first user from a first group
with a first gameplay-value range, and selecting the second user
from a second group with a second gameplay-value range that is a
threshold distance from the first gameplay-value range.
Description
CLAIM OF PRIORITY
[0001] This application is a continuation of and claims the benefit
of priority under 35 U.S.C. .sctn.120 to U.S. patent application
Ser. No. 13/114,900, filed on May 24, 2011, which is hereby
incorporated by reference herein in its entirety.
TECHNICAL FIELD
[0002] The present disclosure generally relates to games and
applications in general and, in particular embodiments, to
computer-implemented online 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 the 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., MICROSOFT INTERNET
EXPLORER, MOZILLA FIREFOX, GOOGLE CHROME).
[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 so forth. 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.
[0008] Matching players for an online game presents additional
challenges since players may wish to join an instance of a game
without previous knowledge of other available players. One factor
for matching players is typically skill level, which can be based,
for example, on a win-loss record or a rating system. For example,
in some operational settings, players are randomly matched within a
skill level. In multiplayer synchronous games, where players are
simultaneously engaged, physical proximity may also be considered
as a factor for matching players in order to avoid problems due to
server lag. In multiplayer asynchronous games, however, where
players are not constrained to be simultaneously engaged, server
proximity is less relevant and other criteria may be more useful
for promoting a desirable player experience. Thus, there is a need
for improved methods for matching players in online asynchronous
games.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] FIG. 1 illustrates an example of a system for implementing
particular disclosed embodiments.
[0010] FIG. 2 illustrates an example social network.
[0011] FIG. 3 illustrates a method of matching players based on
gameplay characteristics according to an example embodiment.
[0012] FIG. 4 illustrates an example method of matching players
based on gameplay characteristics including playing frequency,
playing intensity, or playing style.
[0013] FIG. 5 Illustrates an example method of matching players
that includes classifying users into groups that each correspond to
a different range of gameplay values for some measure of gameplay
characteristics.
[0014] FIG. 6 illustrates a method of matching players based on
chat characteristics according to an example embodiment.
[0015] FIG. 7 illustrates an example method of matching players
based on chat characteristics including chat frequency, chat
intensity, or chat substance.
[0016] FIG. 8 Illustrates an example method of matching players
that includes classifying users into groups that each correspond to
a different range of chat values for some measure of chat
characteristics.
[0017] FIG. 9 illustrates an example data flow in a system.
[0018] FIG. 10 illustrates an example network environment.
[0019] FIG. 11 illustrates an example computer system
architecture.
DESCRIPTION OF EXAMPLE EMBODIMENTS
[0020] FIG. 1 illustrates an example of a system 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.
[0021] 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 120 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 so forth.
[0022] 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.
[0023] 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 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, 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, bypassing network 160.
Online Games and Game Systems
[0024] 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 non-player
characters (NPCs), and in-game objects. The game engine also
manages the game state, including player character state for
currently active (online) and inactive (offline) players.
[0025] 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, and game state). 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.
[0026] 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
[0027] In an online multiplayer game, players may control player
characters (PCs), while 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, while 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.
[0028] 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.
[0029] 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.
[0030] 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.
In general, this disclosure assumes that at least one entity of a
social graph is a player or player character in an online
multiplayer game, although this disclosure is applicable to players
or player characters that are not characterized as entities of a
social graph.
[0031] 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.
[0032] 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 N.sub.max degrees of the player, where
N.sub.max 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,
N.sub.max equals 1, such that the player's social network includes
only first-degree friends. In another embodiment, N.sub.max is
unlimited and the player's social network is coextensive with the
social graph.
[0033] 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.
[0034] FIG. 2 shows an example of a social network within a social
graph. As shown, Player 201 can be associated, connected or linked
to various other users, or "friends," within the social network
200. These associations, connections or links can track
relationships between users within the social network 200 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 social network 200 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.
[0035] 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 social network 200, Player 201 has four
first-degree friends. That is, Player 201 is directly connected to
Friend 1.sub.1 211, Friend 2.sub.1 221, Friend 3.sub.1 231, and
Friend 4.sub.1 241. 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 which 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, and second-degree
Friend 4.sub.2 242 is connected to Player 201 via his first-degree
Friend 3.sub.1 231. 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.
[0036] 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 take advantage of and utilize the distinction
between the various degrees of friendship relative to Player
201.
[0037] 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. 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.
[0038] 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 in-game social network 260, out-of-game social
network 250, or both.
[0039] 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., the 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 and Game Interfaces
[0040] 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.
[0041] An online game can be hosted by a game networking system,
which can be accessed over any suitable network with an appropriate
client system (e.g., as in FIG. 10). A player may have a game
system account on a game system, 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 the game
system and merely accessed via the third-party website. The
embedded online game can be hosted solely on a server of the game
system or use 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.
[0042] A webpage-based game interface for an online game may be
accessed by a browser client (e.g., MICROSOFT INTERNET EXPLORER,
MOZILLA FIREFOX, GOOGLE CHROME). In various embodiments, a user of
a client system 130 can use a browser client to access the online
game over the Internet (or other suitable network). A game
interface 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 system 120b can transmit data to client system
130, allowing it to display the game interface, 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.
Typically a game interface is configured to receive signals from
the user via client system 130. For example, the user may click on
a game interface 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 a game interface may change
based on the output of the game engine, the input of the player,
and other signals from game system 120b and client system 130.
[0043] Typically a game interface 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 the
game interface.
Virtual Currency
[0044] 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.
[0045] 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 the 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 system, 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.
[0046] 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.
Player-Matching Mechanic for Asynchronous Games
[0047] In addition to an opponent's skill level, the quality of a
player's experience in an online asynchronous game may be affected
by other factors related to his opponent's moves and social
behavior related to those moves. For example, when the playing
frequency (e.g., how often a player makes a move in the game)
varies substantially between two players, one of them may lose
interest or even forget about the game. Similarly, chatting
frequency (e.g., how often a player chats with an opponent during a
game) varies substantially between players, but can significantly
affect engagement of other users. For example, while not making a
move, a user may be enticed to enter a game because he has received
a chat message from another player. On the other hand, if a player
does not respond to chats, one or both of the players may become
frustrated with the experience. In accordance with certain
embodiments, a player-matching mechanic facilitates player matching
in online asynchronous games by comparing user values for at least
one of gameplay characteristics or chat characteristics.
[0048] FIG. 3 shows a flowchart that illustrates a method 300 of
matching two or more players in an online asynchronous game
according to an example embodiment. Typically in an asynchronous
game, players specify moves at different times so that they need
not be present or active at the same time. In many cases, a game
includes multiple rounds in which players alternate moves at
different times (e.g., chess). However, in some cases the game may
include multiple rounds in which players specify moves at different
times in each round before a common deadline in that round (e.g.,
certain multi-player games). In some cases the moves may each
include multiple discrete component moves.
[0049] A first operation 302 includes receiving values for moves
corresponding to users playing in instances of the online
asynchronous game where players specify moves at different times. A
second operation 304 includes determining gameplay characteristics
for the users from the moves to characterize gameplay patterns over
time. A third operation 306 includes matching a first user and a
second user for a selected instance of the online asynchronous game
by comparing their corresponding gameplay characteristics.
[0050] The gameplay characteristics may include a variety of
move-related features. FIG. 4 shows an example method 310, where
determining gameplay characteristics 312 includes calculating
values for one or more of playing frequency 314, playing intensity
316, or playing style 318. For example, the playing frequency 314
may be calculated as a value for how often that user plays the
online asynchronous game with respect to a reference time zone
(e.g., typically once a day by Eastern Standard Time (EST)). In
this context, the reference time zone may be more specifically and
narrowly defined, for example, as a portion of a conventional time
zone (e.g., 8 pm-4 am EST). Alternatively, the playing frequency
314 may be calculated as a value for how long that user waits in
the online asynchronous game before responding to another player
(e.g., typically ten hours). As another example, playing intensity
316 may be calculated as a value for how many simultaneous
instances of the online asynchronous game that user plays (e.g.,
typically ten simultaneous games). As yet another example, playing
style 318 may be calculated as one or more values for how often
that user employs selected move patterns in the online asynchronous
game (e.g., typically includes complex strategy moves). These
selected move patterns may include selectively enabled special
features of a game that some but not all users prefer to include in
the game experience.
[0051] Then, with available gameplay characteristics, it is
possible to match players with similar characteristics or
selectively dissimilar characteristics depending on the
requirements of the operational setting. For example, in some cases
it may be desirable to match relatively similar players to ensure
compatibility (e.g., similar playing frequencies). Similarity may
also include players from different time zones who are active
simultaneously. For example, someone who plays every morning in
Japan could be matched with someone who plays at night-time in the
United States in the case where they wish to play at the same or
similar times relative to the reference time zone (e.g., EST).
Alternatively, it may be desirable to match players with quantified
dissimilarities (e.g., different playing frequencies) to alter the
players' gaming experience and measure the results (e.g., whether
the lower-frequency player now plays faster or the higher-frequency
player now plays slower). FIG. 5 shows an example method 320 that
includes classifying users into groups that each correspond to a
different range of gameplay values for some measure of gameplay
characteristics (e.g., frequency of play) at a first operation 322.
The method 320 then includes matching the first user and the second
user by selecting them from an identical group or from different
groups at a second operation 324. For example, the different groups
may be characterized by a threshold difference between gameplay
values in the two groups (e.g., with respect to minimum and maximum
playing frequency values for each group). The selection within a
group can be carried out randomly (e.g., with a conventional random
number generator) or by applying another selection principle such
as skill level or chat characteristics as discussed below.
[0052] In addition to gameplay characteristics based on moves
played, players may be matched by the characteristics of chat
communications between players in an online asynchronous game. FIG.
6 shows a flowchart that illustrates a method 330 of matching two
or more players in an online asynchronous game according to an
example embodiment.
[0053] A first operation 332 includes receiving values for chat
communications corresponding to users playing in instances of the
online asynchronous game where players specify moves at different
times. For example, the chat communications may occur during the
moves or between moves of the game. A second operation 334 includes
determining chat characteristics for the users from the chat
communications to characterize chat patterns over time. A third
operation 336 includes matching a first user and a second user for
a selected instance of the online asynchronous game by comparing
their corresponding chat characteristics.
[0054] The chat characteristics may include a variety of
move-related features. FIG. 7 shows an example method 340, where
determining chat characteristics 342 includes calculating values
for one or more of chat frequency 344, chat intensity 346 or chat
substance 348. For example, the chat frequency 344 may be
calculated as a value for how often that user initiates a chat
communication during the online asynchronous game (e.g., typically
after every move). Alternatively, the chat frequency 344 may be
calculated as a value for how often that user participates in a
chat communication during the online asynchronous game (e.g.,
typically at the start and the end of a game). As another example,
chat intensity 346 may be calculated as a value for a size of a
chat communication for that user in the online asynchronous game.
For example, this size (e.g., number of words or characters) may be
calculated for a typical or random discrete chat communication or
alternatively for the union of all chat communications during an
instance of the game. As yet another example, chat substance 348
may be calculated as one or more values for how often that user
includes selected text elements in a chat communication during the
online asynchronous game (e.g., typically uses complimentary words
to describe opponent).
[0055] Then, similarly to the above-described matching by gameplay
characteristics, it is possible to match players with similar chat
characteristics or selectively dissimilar chat characteristics
depending on the requirements of the operational setting. For
example, in some cases it may be desirable to match relatively
similar players to ensure compatibility (e.g., similar chat
frequencies). Alternatively, it may be desirable to match players
with quantified dissimilarities (e.g., different chat frequencies,
typically initiates chats or chats with friend-list players versus
chatting with random players) to alter the players' gaming
experience and measure the results (e.g., whether the
lower-frequency player now chats more frequently or the
higher-frequency player now chats less frequently). FIG. 8 shows an
example method 350 that includes classifying users into groups that
each correspond to a different range of chat values for some
measure of chat characteristics (e.g., chat frequency) at a first
operation 352. The method 350 then includes matching the first user
and the second user by selecting them from an identical group or
from different groups at a second operation 354. For example, the
different groups may be characterized by a threshold difference
between chat values in the two groups (e.g., with respect to
minimum and maximum chat frequency values for each group).
[0056] In some embodiments chat values may be used in combination
with gameplay values for matching players. For example, players may
first be separated into groups by comparing gameplay values, and
then players may be selected from an identical group or from
different groups by comparing chat values. Similarly, players may
be first grouped according to gameplay values, then grouped
according to chat values, and then randomly selected from identical
or different groups. As discussed above, skill level (e.g., a skill
rating) may also used in the selection process, for example, by
first grouping for skill level, then grouping for gameplay values,
then grouping for chat values, and then randomly selecting from
identical or different groups. In general, separate or recursive
groupings can be made according to one or more criteria for skill
level, gameplay values or chat values, and the selection process
may include one or more of these criteria or a randomization
process.
[0057] In some embodiments the asynchronous game may be considered
as a family of games that share common features so that gameplay
characteristics or chat characteristics may be used to match
players in an instance of a specific game variant within the
family. For example, gameplay characteristics and chat
characteristics corresponding to a family of strategic games may be
used to match two players in an instance of a chess game even if
those two players had not previously played chess in the online
system.
[0058] Additional embodiments relate to an apparatus for carrying
out any one of the above-described methods (e.g., as a game
mechanic), where the apparatus includes a computer for executing
computer instructions related to the method. In this context the
computer may be a general-purpose computer including, for example,
a processor, memory, storage, and input/output devices (e.g.,
keyboard, display, disk drive, Internet connection, etc.). However,
the computer may include circuitry or other specialized hardware
for carrying out some or all aspects of the method. In some
operational settings, the apparatus or computer may be configured
as a system that includes one or more modular units, each of which
is configured to carry out some aspects of the method either in
software, in hardware or in some combination thereof. For example,
the system may be configured as part of a computer network that
includes the Internet. At least some values for the results of the
method can be saved for later use in a computer-readable medium,
including memory units (e.g., RAM (Random Access Memory), ROM (Read
Only Memory)) and storage devices (e.g., hard-disk systems, optical
storage systems).
[0059] Additional embodiments also relate to a computer-readable
medium that stores (e.g., tangibly embodies) a computer program for
carrying out any one of the above-described methods by means of a
computer. The computer program may be written, for example, in a
general-purpose programming language (e.g., C, C++) or some
specialized application-specific language. The computer program may
be stored as an encoded file in some useful format (e.g., binary,
American Standard Code for Information Interchange (ASCII)). In
some contexts, the computer-readable medium may be alternatively
described as a computer-useable medium, a computer-storage medium,
a computer-program medium, machine-readable medium or some
alternative non-transitory storage medium. Depending on the
operational setting, specified values for the above-described
methods may correspond to input files for the computer program or
computer.
Data Flow
[0060] FIG. 9 illustrates an example data flow between the
components of system 500. In particular embodiments, system 500 can
include client system 530, social networking system 520a, and game
networking system 520b. The components of system 500 can be
connected to each other in any suitable configuration and 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.,
Global System for Mobile Communications (GSM), Personal
Communications Service (PCS), Wireless Personal Area Network
(WPAN), Wi-Fi, 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.
[0061] 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.
[0062] 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.
[0063] 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 HTTP. Other
communications protocols, such as HTTP Secure (HTTP-S), File
Transfer Protocol (FTP), Simple Network Management Protocol (SNMP),
Telnet, and a number of other protocols, may also 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 HyperText
Markup Language (HTML) documents including HTMLS documents. Other
structured document languages or formats can be used, such as
Extensible Markup Language (XML), and the like. Executable code
objects, such as JavaScript and ActionScript, can also be embedded
in the structured documents.
[0064] 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.
[0065] 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, a 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 processing by a
client-side executable object. 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.
[0066] 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.
[0067] In particular embodiments, a computer-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.
[0068] 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 500 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 game state associated with the instance
executed by the client system 530.
[0069] 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 the Flash application or game object
code 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 with 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.
[0070] 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.
[0071] 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 store
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 that 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
[0072] 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).
[0073] Particular embodiments may operate in a wide area network
environment, such as the Internet, including multiple network
addressable systems. FIG. 10 illustrates an example network
environment 600 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 wide area
networks (such as the Internet), private networks, wireless
networks, satellite networks, cellular networks, paging networks,
and the like. As FIG. 10 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.
[0074] 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 network cloud 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 122 may include web or HTTP servers, and FTP
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.
[0075] 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., American Standard Code for Information
Interchange (ASCII), Standard Generalized Markup Language (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, and so forth. 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.
[0076] 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, 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.
[0077] 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, the 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.
[0078] When a user at a client system 630 desires to view a
particular webpage (hereinafter also referred to as 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 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.
[0079] Although the example network environment described above and
illustrated in FIG. 10 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.
[0080] FIG. 11 illustrates an example computing system
architecture, which may be used to implement a server 622 or a
client system 630. In one embodiment, hardware system 700 comprises
a processor 702, a cache memory 704, and one or more executable
modules and drivers, stored on a tangible computer readable medium,
and directed to the functions described herein. Additionally,
hardware system 700 may include a high performance input/output
(I/O) bus 706 and a standard I/O bus 708. A host bridge 710 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 700 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 700 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.
[0081] The elements of hardware system 700 are described in greater
detail below. In particular, network interface 716 provides
communication between hardware system 700 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 700.
[0082] Hardware system 700 may include a variety of system
architectures, and various components of hardware system 700 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 700 being coupled to the single
bus. Furthermore, hardware system 700 may include additional
components, such as additional processors, storage devices, or
memories.
[0083] An operating system manages and controls the operation of
hardware system 700, 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(r) Windows(r) operating systems, Berkeley
Software Distribution (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.
[0084] 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, tapes, disks, integrated circuits, and
servers. The instructions are operational when executed by the
processing system to direct the processing system to operate in
accordance 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.
Conclusion
[0085] Although only certain embodiments have been described in
detail above, those skilled in the art will readily appreciate that
many modifications are possible without materially departing from
the novel teachings of this disclosure. For example, aspects of
embodiments disclosed above can be combined in other combinations
to form additional embodiments. Accordingly, all such modifications
are intended to be included within the scope of this
disclosure.
[0086] 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. Unless specifically indicated to the contrary, ordinal
identifiers such as "first" and "second" are used herein for
labeling purposes only and are not intended to denote any specific
spatial or temporal ordering. Furthermore, the labeling of a
"first" element does not imply the presence of a "second"
element.
[0087] 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.
[0088] 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 Application Programming
Interface (API) on a device, such as a mobile device (e.g.,
cellular phone, smart phone, personal Global Positioning System
(GPS), PDA, personal gaming device, etc.), that makes API calls
directly to a server. 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.
* * * * *