U.S. patent application number 14/323586 was filed with the patent office on 2014-10-23 for sending out-of-band instant messages from a game networking system.
The applicant listed for this patent is Zynga Inc.. Invention is credited to Jason Davidson, Michael Martinez, Jason Samuel McGuirk.
Application Number | 20140317214 14/323586 |
Document ID | / |
Family ID | 51301819 |
Filed Date | 2014-10-23 |
United States Patent
Application |
20140317214 |
Kind Code |
A1 |
McGuirk; Jason Samuel ; et
al. |
October 23, 2014 |
SENDING OUT-OF-BAND INSTANT MESSAGES FROM A GAME NETWORKING
SYSTEM
Abstract
Techniques for sending out-of-band messages from a game
networking system are described. For example, a machine identifies
a friend of a user of a game networking system. The identifying of
the friend may be based at least in part on a game instance of a
game provided by the game networking system. The machine selects an
out-of-band instant message from a plurality of messages generated
by the game networking system. The one or more of the plurality of
messages may be transmittable as different message types based on
an activity level of the friend of the user with respect to the
game networking system. The machine sends the out-of-band instant
message to the friend of the user of the game networking system.
The out-of-band instant message may include a request that the
friend of the user perform an action with respect to the game
executing on the game networking system.
Inventors: |
McGuirk; Jason Samuel; (San
Mateo, CA) ; Davidson; Jason; (San Francisco, CA)
; Martinez; Michael; (San Francisco, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Zynga Inc. |
San Francisco |
CA |
US |
|
|
Family ID: |
51301819 |
Appl. No.: |
14/323586 |
Filed: |
July 3, 2014 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
13077722 |
Mar 31, 2011 |
8812600 |
|
|
14323586 |
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Current U.S.
Class: |
709/206 |
Current CPC
Class: |
H04L 51/046
20130101 |
Class at
Publication: |
709/206 |
International
Class: |
H04L 12/58 20060101
H04L012/58 |
Claims
1. (canceled)
2. A method comprising: identifying, using one or more hardware
processors, a friend of a user of a game networking system based at
least in part on a game instance of a game provided by the game
networking system; selecting an out-of-band instant message from a
plurality of messages generated by the game networking system, one
or more of the plurality of messages being transmittable as
different message types based on an activity level of the friend of
the user with respect to the game networking system; and sending
the out-of-band instant message to the friend of the user of the
game networking system, the out-of-band instant message including a
request that the friend of the user perform an action with respect
to the game executing on the game networking system.
3. The method of claim 2, wherein the game provided by the game
networking system is an online game, the user of the game
networking system is a first player of the online game and the
friend is a second player of the online game.
4. The method of claim 2, wherein the user of the game networking
system is a first player associated with the game instance and the
friend is a second player associated with the game instance.
5. The method of claim 2, wherein the user of the game networking
system is a first player associated with the game instance and the
friend is a second player associated with the game but not
associated with the game instance.
6. The method of claim 2, wherein the identifying of the friend is
further based on a degree of separation between the user and the
friend within a social graph associated with the user.
7. The method of claim 2, wherein the identifying of the friend is
further based on a relationship between the user and the friend,
the relationship being determined based on a social graph
associated with the user.
8. The method of claim 7, wherein the user is a first player
associated with the game instance and further comprising:
determining that the friend is a first-degree friend of the user
based on the social graph associated with the user and allowing the
friend to access the game instance as a second player within the
game instance based on the determining that the friend is the
first-degree friend of the user.
9. The method of claim 2, further comprising: receiving an
indication that the friend performed the action with respect to the
game executing on the game networking system; and allowing the
friend to access the game instance based on the indication that the
friend performed the action.
10. The method of claim 9, wherein the user is allowed to access
the game instance based on the user being associated with the game
instance.
11. The method of claim 2, further comprising: selecting the game
instance from a set of predetermined game instances, and wherein
the identifying of the friend of the user of the game networking
system based at least in part on the game instance includes
determining that the friend is a player associated with the game
instance.
12. The method of claim 2, wherein the friend is a player of the
game who is associated with the game instance and wherein the
action with respect to the game includes an in-game action
available to the friend in the game instance.
13. The method of claim 2, wherein the activity level of the friend
of the user with respect to the game networking system is a past
activity level of the friend with respect to the game networking
system.
14. The method of claim 2, wherein the activity level of the friend
of the user with respect to the game networking system is a current
activity level of the friend with respect to the game networking
system.
15. The method of claim 2, wherein the selecting of the out-of-band
instant message from a plurality of messages generated by the game
networking system is based on the friend being an active player of
the game.
16. The method of claim 2, wherein the selecting of the out-of-band
instant message from a plurality of messages generated by the game
networking system is based on the friend being inactive with
respect to the game.
17. The method of claim 2, further comprising receiving a
communication from the friend in response to sending the
out-of-band instant message to the friend, the communication
including application event data representing the action performed
by the friend with respect to the game in response to the request
that the friend of the user perform the action with respect to the
game.
18. The method of claim 17, wherein the action performed by the
friend with respect to the game updates one or more game state
parameters of the game.
19. The method of claim 2, wherein the one or more of the plurality
of messages are transmittable as different message types further
based on a communication mechanism appropriate for communicating
with the friend of the user.
20. A system comprising: a friend module, comprising one or more
hardware processors, configured to identify a friend of a user of a
game networking system based at least in part on a game instance of
a game provided by the game networking system; a message selection
module configured to select an out-of-band instant message from a
plurality of messages generated by the game networking system, one
or more of the plurality of messages being transmittable as
different message types based on a past activity level of the
friend of the user with respect to the game networking system; and
an interfacing module configured to send the out-of-band instant
message to the friend of the user of the game networking system,
the out-of-band instant message including a request that the friend
of the user perform an action with respect to the game executing on
the game networking system.
21. A non-transitory machine-readable storage medium comprising
instructions that, when executed by one or more hardware processors
of a machine, cause the machine to perform operations comprising:
identifying a friend of a user of a game networking system based at
least in part on a game instance of a game provided by the game
networking system; selecting an out-of-band instant message from a
plurality of messages generated by the game networking system, one
or more of the plurality of messages being transmittable as
different message types based on a past activity level of the
friend of the user with respect to the game networking system; and
sending the out-of-band instant message to the friend of the user
of the game networking system, the out-of-band instant message
including a request that the friend of the user perform an action
with respect to the game executing on the game networking system.
Description
CLAIM OF PRIORITY AND CROSS REFERENCE TO RELATED APPLICATIONS
[0001] The present 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. 13/077,722 entitled "SENDING OUT-OF-BAND
INSTANT MESSAGES FROM A GAME NETWORKING SYSTEM," filed on Mar. 31,
2011, which is hereby incorporated by reference herein in its
entirety.
TECHNICAL FIELD
[0002] The present application relates generally to the technical
field of instant messaging, and, in one specific example, to
accessing an instant messaging system from a game networking system
to send out-of-band instant messages to a user of the game
networking system or friends of the user.
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" or "player
character."). Player characters can be considered in-game
representations of the controlling player. As used herein, the
terms "player," "user," "entity," and "friend" may refer to the
in-game player character controlled by that player, user, entity,
or friend, unless context suggests otherwise. The game display can
display a representation of the player character. A game engine
accepts inputs from the player, determines player character
actions, decides outcomes of events and presents the player with a
game display illuminating what happened. In some games, there are
multiple players, wherein each player controls one or more player
characters.
[0004] In many computer games, there are various types of in-game
assets (aka "rewards" or "loot") that a player character can obtain
within the game. For example, a player character may acquire game
points, gold coins, experience points, character levels, character
attributes, virtual cash, game keys, or other in-game items of
value. In many computer games, there are also various types of
in-game obstacles that a player must overcome to advance within the
game. In-game obstacles can include tasks, puzzles, opponents,
levels, gates, actions, and so forth. In some games, a goal of the
game may be to acquire certain in-game assets, which can then be
used to complete in-game tasks or to overcome certain in-game
obstacles. For example, a player may be able to acquire a virtual
key (i.e., the in-game asset) that can then be used to open a
virtual door (i.e., the in-game obstacle).
[0005] An electronic social networking system typically operates
with one or more social networking servers providing interaction
between users such that a user can specify other users of the
social networking system as "friends." A collection of users and
the "friend" connections between users can form a social graph that
can be traversed to find second, third and even 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., Mozilla Firefox.RTM.,
Google Chrome.RTM., Microsoft Internet Explorer.RTM.).
[0007] In many computer games, there are various types of in-game
actions that a player character can make within the game. For
example, a player character in an online role-playing game may be
able to interact with other player characters, build a virtual
house, attack enemies, go on a quest, go to a virtual store to
buy/sell virtual items, and the like. A player character in an
online poker game may be able to play at specific tables, place
bets of virtual currency for certain amounts, play or fold certain
hands, play in a online poker tournament, and so forth.
BRIEF DESCRIPTION OF THE DRAWINGS
[0008] Some embodiments are illustrated by way of example and not
by way of limitation in the figures of the accompanying drawings in
which:
[0009] FIG. 1 is a block diagram illustrating an example of a
system for implementing various disclosed embodiments;
[0010] FIG. 2 is a block diagram illustrating an example of a
social network 200 within a social graph;
[0011] FIG. 3 is a block diagram illustrating example modules of a
game networking system related to handling instant messaging
communications pertaining to players of a game;
[0012] FIG. 4 is a flowchart illustrating an example method of
sending out-of-band instant messages from a game networking
system;
[0013] FIG. 5 is a flowchart illustrating an example method of
sending out-of-band instant messages from a game networking
system;
[0014] FIG. 6 is a flowchart illustrating an example method of
sending out-of-band instant messages from a game networking
system;
[0015] FIG. 7 is a block diagram illustrating an example data flow
between the components of a system;
[0016] FIG. 8 is a block diagram illustrating an example network
environment 610, in which various example embodiments may operate;
and
[0017] FIG. 9 is a block diagram illustrating an example computing
system architecture, which may be used to implement a server or a
client system.
DETAILED DESCRIPTION
[0018] In the following description, for purposes of explanation,
numerous specific details are set forth in order to provide an
understanding of various embodiments of the present subject matter.
It will be evident, however, to those skilled in the art that
various embodiments may be practiced without these specific
details.
[0019] In a method and system of sending an out-of-band instant
message from a game networking system, an instant messaging system
is accessed from the game networking system to send the out-of-band
instant message to a friend of a user on behalf of the user, with
the out-of-band instant message pertaining to the game networking
system.
[0020] FIG. 1 is a block diagram illustrating an example of a
system 100 for implementing various disclosed embodiments. In
particular embodiments, system 100 comprises player 101, social
networking system 120a, game networking system 120b, instant
messaging system 120c, client system 130, and networks 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. Instant messaging
system 120c is a network-addressable computing system that can send
instant messages between users of the instant messaging system
120c. The instant messaging system 120c may be part of another
system (e.g., the social networking system 120a) or be independent
of other systems. Like the social networking system 120a, the
instant messaging system 120c can also host one or more social
graphs and 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. Player
101 may use client system 130 to access, send data to, and receive
data from social networking system 120a, game networking system
120b, and instant messaging system 120c. Client system 130 can
access social networking system 120a, game networking system 120b,
or instant messaging system 120c 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. As another example and not by way of
limitation, game networking system 120b may access instant
messaging system 120c or social networking system 120a on behalf of
player 101 (e.g., to send an instant message or post a message on a
wall). Client system 130 can be any suitable computing device, such
as a personal computer, laptop, cellular phone, smart phone,
computing tablet, and the like.
[0022] Although FIG. 1 illustrates a particular number of players
101, social networking systems 120a, game networking systems 120b,
instant messaging systems 120c, client systems 130, and networks
160, this disclosure contemplates any suitable number of players
101, social networking systems 120a, game networking systems 120b,
instant messaging systems 120c, 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 social
networking system 120a, game networking system 120b, and instant
messaging system 120c. As another example and not by way of
limitation, system 100 may include a system that comprises game
networking system 120b and one or more instant messaging systems
120c. Moreover, although FIG. 1 illustrates a particular
arrangement of player 101, social networking system 120a, game
networking system 120b, instant messaging system 120c, client
system 130, and network 160, this disclosure contemplates any
suitable arrangement of player 101, social networking system 120a,
game networking system 120b, instant messaging system 120c, 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 one or more
of an ad hoc network, an intranet, an extranet, a VPN, a LAN, a
WLAN, a WAN, a WWAN, a MAN, a portion of the Internet, a portion of
the PSTN, a cellular telephone network, or another type of
connection, or a combination of two or more such connections.
Connections 110 need not necessarily be the same throughout system
100. One or more first connections 110 may differ in one or more
respects from one or more second connections 110. Although FIG. 1
illustrates particular connections between player 101, social
networking system 120a, game networking system 120b, instant
messaging system 120c, client system 130, and network 160, this
disclosure contemplates any suitable connections between player
101, social networking system 120a, game networking system 120b,
instant messaging system 120c, 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, game networking system 120b, or
instant messaging system 120c, thereby bypassing network 160.
Online Games and Game Systems
Game Networking Systems
[0024] In an online computer game, a game engine manages the game
state of the game. The 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. The game
engine controls all other aspects of the game, including NPCs and
in-game objects. The game engine also manages game state, including
player character state for currently active (online) and inactive
(offline) players.
[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, game state, etc.). In some
embodiments, a player may play multiple games on game networking
system 120b, which may maintain a single game account for the
player with respect to all the games, or multiple individual game
accounts for each game with respect to the player. In some
embodiments, game networking system 120b can assign a unique
identifier to each player 101 of an online game hosted on game
networking system 120b. Game networking system 120b can determine
that a player 101 is accessing the online game by reading the
user's cookies, which may be appended to Hypertext Transfer
Protocol (HTTP) requests transmitted by client system 130, and/or
by the player 101 logging onto the online game.
[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, game
networking system 120b, or instant messaging system 120c). 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 and a game engine controls NPCs and game features. The
game engine also manages player character state and game state and
tracks the state for currently active (i.e., online) players and
currently inactive (i.e., offline) players. A player character can
have a set of attributes and a set of friends associated with the
player character. As used herein, the term "player character state"
can refer to any in-game characteristic of a player character, such
as location, assets, levels, condition, health, status, inventory,
skill set, name, orientation, affiliation, specialty, and so on.
Player characters may be displayed as graphical avatars within a
user interface of the game. In other implementations, no avatar or
other graphical representation of the player character is
displayed. Game state encompasses the notion of player character
state and refers to any parameter value that characterizes the
state of an in-game element, such as a non-player character, a
virtual object (such as a wall or castle), and so forth. The game
engine may use player character state to determine the outcome of
game events, sometimes also considering set or random variables.
Generally, a player character's probability of having a more
favorable outcome is greater when the player character has a better
state. For example, a healthier player character is less likely to
die in a particular encounter relative to a weaker player character
or non-player character. In some embodiments, the game engine can
assign a unique client identifier to each player.
[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 player
character 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.
This disclosure assumes that at least one entity of a social graph
is a player or player character in an online multiplayer game,
though this disclosure contemplates any suitable social graph
users.
[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 friend, 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 Nmax degrees of the player, where Nmax
is the maximum degree of separation allowed by the system managing
the social graph (such as, for example, social networking system
120a, game networking system 120b, or instant messaging system
120c). In one embodiment, Nmax equals 1, such that the player's
social network includes only first-degree friends. In another
embodiment, Nmax is unlimited and the player's social network is
coextensive with the social graph.
[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, the social graph is
part of a instant messaging system 120c managed by a third party
(e.g., America Online Instant Messenger (AIM), Blauk, eBuddy,
Facebook messenger, Gadu-Gadu, IBM Lotus Sametime, ICQ, IMVU,
Meebo, MXit, Paltalk, Skype, Tencent QQ, VZOchat, Windows Live
Messenger, Xfire, and Yahoo! Messenger). In yet other embodiments,
player 101 has a social network on social networking system 120a,
game networking system 120b, and instant messaging system 120c,
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 networks on social networking system 120a or
instant messaging system 120c. In such combined systems, game
networking 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 any combination of social networking system 120a, game
networking system 120b, and instant messaging system 120c.
[0034] FIG. 2 is a block diagram illustrating an example of a
social network 200 within a social graph. As shown, Player 201 can
be associated, connected or linked to various other users, or
"friends," within the out-of-game social network 250. These
associations, connections or links can track relationships between
users within the out-of-game social network 250 and are commonly
referred to as online "friends" or "friendships" between users.
Each friend or friendship in a particular user's social network
within a social graph is commonly referred to as a "node." For
purposes of illustration and not by way of limitation, the details
of out-of-game social network 250 will be described in relation to
Player 201. As used herein, the terms "player" and "user" can be
used interchangeably and can refer to any user or character in an
online multiuser game system or social networking system. As used
herein, the term "friend" can mean any node within a player's
social network.
[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 out-of-game social network 250, Player 201
has two first-degree friends. That is, Player 201 is directly
connected to Friend 1.sub.1 211 and Friend 2.sub.1 221. In a social
graph, it is possible for individuals to be connected to other
individuals through their first-degree friends (i.e., friends of
friends). As described above, each edge required to connect a
player to another user is considered the degree of separation. For
example, FIG. 2 shows that Player 201 has three second-degree
friends to whom he is connected via his connection to his
first-degree friends. Second-degree Friend 1.sub.2 212 and Friend
2.sub.2 222 are connected to Player 201 via his first-degree Friend
1.sub.1 211. The limit on the depth of friend connections, or the
number of degrees of separation for associations, that Player 201
is allowed is typically dictated by the restrictions and policies
implemented by social networking system 120a or instant messaging
system 120c.
[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 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 or a separate instant
messaging system. FIG. 2 depicts an example of in-game social
network 260 and out-of-game social network 250. In this example,
Player 201 has out-of-game connections 255 to a plurality of
friends, forming out-of-game social network 250. Here, Friend
1.sub.1 211 and Friend 2.sub.1 221 are first-degree friends with
Player 201 in his out-of-game social network 250. Player 201 also
has in-game connections 265 to a plurality of players, forming
in-game social network 260. Here, Friend 2.sub.1 221, Friend
3.sub.1 231, and Friend 4.sub.1 241 are first-degree friends with
Player 201 in his in-game social network 260, and friend 4.sub.2
242 is a second-degree friend with Player 201 in his in-game social
network 260. In some embodiments, it is possible for a friend to be
in both the out-of-game social network 250 and the in-game social
network 260. Here, Friend 2.sub.1 221 has both an out-of-game
connection 255 and an in-game connection 265 with Player 201, such
that Friend 2.sub.1 221 is in both Player 201's in-game social
network 260 and Player 201's out-of-game social network 250.
[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 an 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., 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
[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., planting a crop, cleaning a stove),
complex tasks (e.g., building a farm or business, running a cafe),
or other events.
[0041] An online game can be hosted by a game networking system
620b of FIG. 8, which can be accessed over any suitable network
with an appropriate client system 630. A player may have a game
system account on game networking system 620b, wherein the game
system account can contain a variety of information about the
player (e.g., the player's personal information, player character
state, game state, etc.). In various embodiments, an online game
can be embedded into a third-party website. The game can be hosted
by the networking system of the third-party website, or it can be
hosted on game networking system 620b and merely accessed via the
third-party website. The embedded online game can be hosted solely
on a server of game networking system 620b or using a third-party
vendor server. In addition, any combination of the functions of the
present disclosure can be hosted on or provided from any number of
distributed network resources. For example, one or more executable
code objects that implement all or a portion of the game can be
downloaded to a client system for execution.
Virtual Currency
[0042] 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.
[0043] In some embodiments, virtual currency can be used to
purchase one or more in-game assets or other benefits. For example,
a player may be able to exchange virtual currency for a desired
level, access, right, or item in an online game. In one embodiment,
legal currency can be used to directly purchase an in-game asset or
other benefit. The player can select the desired in-game asset or
other benefit. Once appropriate selections are made, the player can
place the order to purchase the in-game asset or other benefit.
This order is received by the game networking system 620b, which
can then process the order. If the order is processed successfully,
an appropriate financial account associated with the player can be
debited by the amount of virtual currency or legal currency needed
to buy the selected in-game asset or other benefit.
[0044] 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.
Instant Messaging
[0045] FIG. 3 is a block diagram illustrating example modules of
the game networking system 120b related to handling instant
messaging communications pertaining to players 101. The game
networking system 120b includes an instant messaging module 301
that is configured to handle the instant messaging communications.
The instant messaging module 301, in turn, includes various modules
302-314. An opting-in module 302 is configured to enable players
101 to opt-in to (or opt-out of) receiving instant messages from
the game networking system 120b (e.g., via an out-of-band or
out-of-game instant messaging system such as instant messaging
system 120c). As part of the opting-in process, the opting-in
module 302 may receive account names from the players 101 that
identify the players within the instant messaging systems 120c.
[0046] A message-selection module 304 is configured to select
particular messages generated by the game networking system 120b
for transmitting as instant messages (e.g., in addition to or
instead of for transmitting as other message types, such as wall
postings, blog postings, email messages, notifications, or requests
(e.g., sent via the social networking system 120a)) based on
various criteria. For example, the message-selection module 304 may
select a message for transmitting as an instant message based on a
level of urgency of the message. As another example, the
message-selection module 304 may select a message for transmitting
as an instant message based on current or past activity levels with
respect to the game networking system 120b of players 101 to which
the message pertains.
[0047] An API module 306 is configured to expose the functionality
of the instant messaging module 301 to one or more
computer-implemented games executing on the game networking system
120b via one or more application program interfaces (APIs). An
interfacing module 308 is configured to interface with one of more
instant messaging systems 120c to manage the sending or receiving
of instant messages to or from players 101 or the sending or
receiving of instant messages to or from friends of the players 101
on behalf of the players 101 via the instant messaging system 120c.
The interfacing module 308 may be implemented such that it is
capable of interfacing with any instant messaging system 120c
independent of its underlying technology (e.g., AIM, Windows Live
Messenger, or Yahoo! Messenger) to handle the instant messaging
communications. For example, the interfacing module 308 may use
APIs provided by the instant messaging systems 120c or control
puppet clients of the instant messaging systems 120c. The
interfacing module 308 may provide a user interface that enables
players 101 to access functionalities of the instant messaging
systems 120c within a game executing on the game networking system
120b. For example, the interfacing module 308 may provide a chat
window within a game that enables players 101 to communicate with
friends via instant messaging systems 120c without leaving the
context of the game.
[0048] The credentials module 310 may obtain credentials (e.g.,
user name and password) that the players 101 use to access the
instant messaging systems 120c from the players 101. The
credentials module 310 may share the credentials with the
interfacing module 308 (e.g., to enable the interfacing module 308
to use clients of the instant messaging systems 120c as puppet
clients or to otherwise access the instant messaging systems 120c
on behalf of the players 101).
[0049] The message-generation module 312 may generate one or more
messages (e.g., notifications or requests) to be sent as instant
messages to the players 101. For example, the message-generation
module 312 may generate welcome messages to welcome players 101
when they sign up or join the game networking system 120b,
challenge messages when players 101 initiate or participate in a
challenge with respect to computer-implemented games executing on
the game networking system 120b, feature messages when new features
(e.g., of the game networking system 120b or the
computer-implemented games executing on the game networking system
120b) are made available to players 101, status messages (e.g.,
updates when friends of players 101 are playing a
computer-implemented game executing on the game networking system
120b), or reactivation messages to incentivize players to
reactivate or increase their activity with respect to the game
networking system 120b.
[0050] The message-generation module 312 may also generate one or
more requests that the players 101 or friends of players 101
perform an action with respect to the game networking system 120b
or a computer-implemented game executing on the game networking
system 120b. For example, the message-generation module 312 may
generate a request message requesting that one of the players 101
claim chips sent within a computer-implemented poker game executing
on the game networking system 120b to the players 101 from one of
the friends of the player 101. The request may include one or more
incentives (e.g., in-game rewards) to be provided to the players
101 in exchange for the players 101 performing the action.
[0051] The message-generation module 312 may incentivize the
players 101 to engage the message-generation module 312 to generate
instant messages. For example, the message-generation module 312
may offer in-game assets to the players 101 or the friends of the
players 101 in exchange for their permission to send or receive
instant messages to players 101 or friends of players 101 from the
game networking system 120b (e.g., via the interfacing module 308),
or in exchange for the players 101 initiating requests to send
instant messages to friends of the players 101.
[0052] Because in various embodiments the instant messaging system
120c is operated by a third party independently of the game
networking system 120b, the players 101 may receive instant
messages generated by the game networking system 120b via the
instant messaging system 120c regardless of whether the players 101
are currently accessing the game networking system 120b.
[0053] The friends module 314 may determine friends of the players
101 with respect to the instant messaging systems 120c. For
example, the friends module 314 may use the credentials provided by
one of the players 101 (e.g., via the credentials module 310) to
access lists of friends of the player maintained by the player
within one or more of the instant messaging systems 120c. The
friends module 314 may identify one or more friends of a player
maintained by the player within the instant messaging system 120c
as corresponding to one or more in-game friends of the player. The
friends module 314 may also identify one or more of the friends of
the player maintained by the player within the instant messaging
system 120c as corresponding to one or more out-of-game friends of
the player.
[0054] The friends module 314 may select one or more friends of the
players 101 as targets for sending one or more generated messages
as instant messages. The selection may be based on various factors,
including the type of the generated messages, how recently the
friend last received an instant message from the game networking
system 120b, whether the friend opted-in (e.g., via the opting-in
module 302) to receiving instant message from the game networking
system 120b, or whether the friend is an out-of-game friend or an
in-game friend. For example, if a friend is an in-game friend of
the player and the friend has opted-in to receiving messages from
the game networking system 120b, the friends module 314 may select
the friend to receive instant messages pertaining to activities of
the player within the game. As another example, if the friend is an
out-of-game friend of the player, the friends module 314 may select
the friend to receive an instant message on behalf of the player
that provides an incentive for the friend to play a game (e.g.,
with the player) or become an in-game friend of the player.
[0055] By accessing lists of friends maintained by the players 101
within multiple systems (e.g., a combination of the social
networking systems 120a, the game networking system 120b, and
instant messaging system 120c), the friends module 314 may
determine information about relationships between the players 101
and their friends, including in-game and out-of-game friends, with
more accuracy than if the friends module 314 was only able to
access lists of friends from one of the multiple systems. The
information that the friends module 314 may be able to determine
with greater accuracy includes strengths of the relationships,
types of the relationships (e.g., business or casual), or
communication mechanisms that are most appropriate for
communicating with the friends of the players 101 (e.g., instant
messaging, email, or wall postings).
[0056] Additionally, by accessing lists of friends maintained by
the players 101 within multiple systems, the friends module 314 may
be able to determine more complete master lists of the friends of
the players 101. As part of maintaining such master lists of the
friends of the players 101, the friends module 314 may maintain
associations between the various accounts of the players 101 or the
friends of the players 101 maintained at the multiple systems. Such
associations may include a linking of the identifiers (IDs) (e.g.,
login IDs) used by each of the players 101 or the friends of the
players 101 each of the multiple systems. The friends module 314
may base selections of the friends of the players 101 for receiving
instant messages on any information the friends module 314 derives
from the multiple systems regarding the friends of the players
101.
[0057] The friends module 314 may enable players 101 to offer an
in-game asset (e.g., via the message-generation module 312 or the
interfacing module 308) to in-game or out-of-game friends
regardless of whether such friends are friends of the players 101
with respect to the social networking systems 120a, the game
networking system 120b, the instant messaging systems 120c, or a
combination of such systems.
[0058] FIG. 4 is a flowchart illustrating an example method 400 of
sending out-of-band instant messages from the game networking
systems 120b. At operation 402, the opting-in module 302 receives
an indication that the user is interested in receiving instant
messages pertaining to a computer-implemented game executing on the
game networking system 120b. At operation 404, the interfacing
module 308 sends instant messages pertaining to the
computer-implemented game to the user. For example, the interfacing
module 308 interfaces with instant messaging system 120c to send an
out-of-band instant message pertaining to the computer-implemented
game to the user independently of whether the user is currently
accessing the computer-implemented game. The instant message may be
a message that is generated by the message-generation module 312 or
selected by the message-selection module 304 for delivery to the
user as an instant message. The instant message may also pertain
generally to the game networking system 120b itself rather than a
particular computer-implemented game executing on the game
networking system 120b.
[0059] FIG. 5 is a flowchart illustrating an example method 500 of
sending out-of-band instant messages from the game networking
system 120b. At operation 502, the credentials module 310 receives
credentials from a user (e.g., one of the players 101) of the game
networking system 120b to access a plurality of other systems on
behalf of the user. The other systems may include the social
networking systems 120a or the instant messaging systems 120c. The
credentials may include login IDs and passwords that the user uses
to access the other systems. At operation 504, the interfacing
module 308 uses the credentials to access information pertaining to
a plurality of friends of the user with respect to each of the
other system. At operation 506, the friends module 314 determines
to send a message (e.g., via the interfacing module 308) to one or
more of the plurality of friends of the user based on the
information. For example, the friends module may determine to send
an instant message to a friend of the user based on various
factors, such as the strength of the relationship between the
friend and the user, whether the friend is a user of the game
networking system 120b, or whether the friend has opted in to
receiving instant messages from the game networking system
120b.
[0060] FIG. 6 is a flowchart illustrating an example method 600 of
sending out-of-band instant messages from the game networking
system 120b. At operation 602, the interfacing module 308 accesses
the instant messaging system 120c on behalf of the user. The
accessing may be in response to an opting-in by the user that
includes permission from the user for the game networking system
120b to send instant messages to the friends of the user (e.g., via
the opting-in module 302) or in response to a receiving of
credentials from the user to access the instant messaging system
120b on behalf of the user. At operation 604, the interfacing
module 308 sends an instant message to a friend of the user. The
instant message may pertain to an action of the user with respect
to the game networking system 120b. For example, the message may
indicate that the user logged in or logged out from the game
networking system 120b. The message may pertain to an action that
the user performed with respect to a computer-implemented game that
is executing on the game networking system 120b. The message may be
a request sent on behalf of the user that the friend perform an
action with respect to the game networking system 120b (e.g., that
the friend assist the user in a completion of a task associated
with a game executing on the game networking system 120b). The
message may offer an incentive for the friend of the user to join
or otherwise participate in a game executing on the game networking
system 120b.
Game Interfaces
[0061] In various embodiments, a user 101 of a client system 630
can use a browser client (e.g., Firefox, Chrome, Internet Explorer,
etc.) to access the online game over the Internet (or other
suitable network). 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 networking
system 120b can transmit data to client system 130, thereby
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. The game
interface is configured to receive signals from the user 101 via
client system 130. For example, the user 101 can click on the 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 the game interface can change based on the
output of the game engine, the input of the player, and other
signals from game networking system 120b and client system 130.
[0062] The 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.
Data Flow
[0063] FIG. 7 is a block diagram illustrating an example data flow
between the components of system 510. In particular embodiments,
system 510 can include client system 530, social networking or
instant messaging system 520a, and game networking system 520b. The
components of system 510 can be connected to each other in any
suitable configuration, using any suitable type of connection. The
components may be connected directly or over any suitable network.
Client system 530, social networking or instant messaging 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. The social
networking or instant messaging 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. The social
networking or instant messaging 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 or instant messaging system 520a and game
networking system 520b can have one or more mobile servers for
communicating with client system 530 via a mobile network (e.g.,
GSM, PCS, Wi-Fi, WPAN, etc.). In some embodiments, one server may
be able to communicate with client system 530 over both the
Internet and a mobile network. In other embodiments, separate
servers can be used.
[0064] Client system 530 can receive and transmit data 523 to and
from game networking system 520b. This data can include, for
example, web pages, 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 or instant messaging system 520a
(e.g., Facebook, Myspace, AIM, Yahoo! Messenger, Windows Live
Messenger, etc.). Client system 530 can also receive and transmit
data 527 to and from social networking or instant messaging system
520a. This data can include, for example, web pages, messages,
social graph information, social network displays, HTTP packets,
data requests, transaction information, updates, and other suitable
data.
[0065] Communication between client system 530, social networking
or instant messaging 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.
[0066] 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 and
other communications protocols, such as HTTP-S, FTP, SNMP, and
TELNET, may be used. In addition, a server in one interaction
context may be a client in another interaction context. In
particular embodiments, the information transmitted between hosts
may be formatted as HTML documents. Other structured document
languages or formats can be used, such as XML, and the like.
Executable code objects, such as JavaScript and ActionScript, can
also be embedded in the structured documents.
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.
[0067] In particular embodiments, an instance of an online game can
be stored as a set of game state parameters that characterize the
state of various in-game objects, such as, for example, player
character state parameters, non-player character parameters, and
virtual item parameters. In particular embodiments, game state is
maintained in a database as a serialized, unstructured string of
text data as a so-called Binary Large Object (BLOB). When a player
accesses an online game on game networking system 520b, the BLOB
containing the game state for the instance corresponding to the
player can be transmitted to client system 530 for use by a
client-side executed object to process. In particular embodiments,
the client-side executable may be a Flash-based game, which can
de-serialize the game state data in the BLOB. As a player plays the
game, the game logic implemented at client system 530 maintains and
modifies the various game state parameters locally. The client-side
game logic may also batch game events, such as mouse clicks, and
transmit these events to game networking system 520b. Game
networking system 520b may itself operate by retrieving a copy of
the BLOB from a database or an intermediate memory cache (memcache)
layer. Game networking system 520b can also de-serialize the BLOB
to resolve the game state parameters and execute its own game logic
based on the events in the batch file of events transmitted by the
client to synchronize the game state on the server side. Game
networking system 520b may then re-serialize the game state, now
modified, into a BLOB and pass this to a memory cache layer for
lazy updates to a persistent database.
[0068] 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.
[0069] In particular embodiments, a computed-implemented game may
be a text-based or turn-based game implemented as a series of web
pages that are generated after a player selects one or more actions
to perform. The web pages may be displayed in a browser client
executed on client system 530. As an example and not by way of
limitation, a client application downloaded to client system 530
may operate to serve a set of webpages to a player. As another
example and not by way of limitation, a computer-implemented game
may be an animated or rendered game executable as a stand-alone
application or within the context of a webpage or other structured
document. In particular embodiments, the computer-implemented game
may be implemented using Adobe Flash-based technologies. As an
example and not by way of limitation, a game may be fully or
partially implemented as a SWF object that is embedded in a web
page and executable by a Flash media player plug-in. In particular
embodiments, one or more described webpages may be associated with
or accessed by social networking or instant messaging 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.
[0070] Application event data of a game is any data relevant to the
game (e.g., player inputs). In particular embodiments, each
application datum may have a name and a value, and the value of the
application datum may change (i.e., be updated) at any time. When
an update to an application datum occurs at client system 530,
either caused by an action of a game player or by the game logic
itself, client system 530 may need to inform game networking system
520b of the update. For example, if the game is a farming game with
a harvest mechanic (such as Zynga FarmVille), an event can
correspond to a player clicking on a parcel of land to harvest a
crop. In such an instance, the application event data may identify
an event or action (e.g., harvest) and an object in the game to
which the event or action applies. For illustration purposes and
not by way of limitation, system 510 is discussed in reference to
updating a multi-player online game hosted on a network-addressable
system (such as, for example, social networking or instant
messaging system 520a or game networking system 520b), where an
instance of the online game is executed remotely on a client system
530, which then transmits application event data to the hosting
system such that the remote game server synchronizes the game state
associated with the instance executed by the client system 530.
[0071] 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 support bidirectional streaming of
audio and video. "Flash" may mean the authoring environment, the
player, or the application files. In particular embodiments, client
system 530 may include a Flash client. The Flash client may be
configured to receive and run Flash applications or game object
codes from any suitable networking system (such as, for example,
social networking or instant messaging system 520a or game
networking system 520b). In particular embodiments, the Flash
client may be run in a browser client executed on client system
530. A player can interact with Flash objects using client system
530 and the Flash client. The Flash objects can represent a variety
of in-game objects. Thus, the player may perform various in-game
actions on various in-game objects by making various changes and
updates to the associated Flash objects. In particular embodiments,
in-game actions can be initiated by clicking or similarly
interacting with a Flash object that represents a particular
in-game object. For example, a player can interact with a Flash
object to use, move, rotate, delete, attack, shoot, or harvest an
in-game object. This disclosure contemplates performing any
suitable in-game action by interacting with any suitable Flash
object. In particular embodiments, when the player makes a change
to a Flash object representing an in-game object, the
client-executed game logic may update one or more game state
parameters associated with the in-game object. To ensure
synchronization between the in-game object and 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.
[0072] 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.
[0073] 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 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
[0074] 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).
[0075] Particular embodiments may operate in a WAN environment,
such as the Internet, including multiple network addressable
systems. FIG. 8 is a block diagram illustrating an example network
environment 610, in which various example embodiments may operate.
Network cloud 660 generally represents one or more interconnected
networks, over which the systems and hosts described herein can
communicate. Network cloud 660 may include packet-based WANs (such
as the Internet), private networks, wireless networks, satellite
networks, cellular networks, paging networks, and the like. As FIG.
8 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, instant
messaging system 620c, and one or more client systems 630. The
components of social networking system 620a, game networking system
620b, and instant messaging system 620c 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.
[0076] Networking system 620 is a network addressable system that,
in various example embodiments, comprises one or more physical
servers 622 and data stores 624. The one or more physical servers
622 are operably connected to computer network 660 via, by way of
example, a set of routers and/or networking switches 626. In an
example embodiment, the functionality hosted by the one or more
physical servers 622 may include web or HTTP servers, FTP servers,
and application servers, as well as, without limitation, webpages
and applications implemented using Common Gateway Interface (CGI)
script, PHP Hyper-text Preprocessor (PHP), Active Server Pages
(ASP), HTML, XML, Java, JavaScript, Asynchronous JavaScript and XML
(AJAX), Flash, ActionScript, and the like.
[0077] Physical servers 622 may host functionality directed to the
operations of networking system 620. Hereinafter servers 622 may be
referred to as server 622, although server 622 may include numerous
servers hosting, for example, networking system 620, as well as
other content distribution servers, data stores, and databases.
Data store 624 may store content and data relating to, and
enabling, operation of networking system 620 as digital data
objects. A data object, in particular embodiments, is an item of
digital information typically stored or embodied in a data file,
database, or record. Content objects may take many forms,
including: text (e.g., ASCII, SGML, HTML), images (e.g., jpeg, tif
and gif), graphics (vector-based or bitmap), audio, video (e.g.,
mpeg), or other multimedia, and combinations thereof. Content
object data may also include executable code objects (e.g., games
executable within a browser window or frame), podcasts, and the
like. 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.
[0078] Client system 630 is generally a computer or computing
device including functionality for communicating (e.g., remotely)
over a computer network. Client system 630 may be a desktop
computer, laptop computer, personal digital assistant (PDA), in- or
out-of-car navigation system, smart phone or other cellular or
mobile phone, or mobile gaming device, among other suitable
computing devices. Client system 630 may execute one or more client
applications, such as a web browser (e.g., Microsoft Internet
Explorer, Mozilla Firefox, Apple Safari, Google Chrome, and Opera),
to access and view content over a computer network. In particular
embodiments, the client applications allow a user of client system
630 to enter addresses of specific network resources to be
retrieved, such as resources hosted by networking system 620. These
addresses can be Uniform Resource Locators (URLs) and the like. In
addition, once a page or other resource has been retrieved, the
client applications may provide access to other pages or records
when the user "clicks" on hyperlinks to other resources. By way of
example, such hyperlinks may be located within the webpages and
provide an automated way for the user to enter the URL of another
page and to retrieve that page.
[0079] A webpage or resource embedded within a webpage, which may
itself include multiple embedded resources, may include data
records, such as plain textual information, or more complex
digitally encoded multimedia content, such as software programs or
other code objects, graphics, images, audio signals, videos, and so
forth. One prevalent markup language for creating webpages is HTML.
Other common web browser-supported languages and technologies
include XML, Extensible Hypertext Markup Language (XHTML),
JavaScript, Flash, ActionScript, Cascading Style Sheet (CSS), and,
frequently, Java. By way of example, HTML enables a page developer
to create a structured document by denoting structural semantics
for text and links, as well as images, web applications, and other
objects that can be embedded within the page. Generally, a webpage
may be delivered to a client as a static document; however, through
the use of web elements embedded in the page, an interactive
experience may be achieved with the page or a sequence of pages.
During a user session at the client, the web browser interprets and
displays the pages and associated resources received or retrieved
from the website hosting the page, as well as, potentially,
resources from other websites.
[0080] When a user at a client system 630 desires to view a
particular web page (hereinafter also referred to as a target
structured document) hosted by networking system 620, the user's
web browser, or other document rendering engine or suitable client
application, formulates and transmits a request to networking
system 620. The request generally includes a URL or other document
identifier as well as metadata or other information. By way of
example, the request may include information identifying the user,
such as a user 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.
[0081] Although the example network environment 610 described above
and illustrated in FIG. 8 is 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.
[0082] FIG. 9 is a block diagram illustrating an example computing
system architecture, which may be used to implement a server 622 or
a client system 630. In one embodiment, hardware system 710
comprises a processor 702, a cache memory 704, and one or more
executable modules and drivers, stored on a tangible computer
readable medium, directed to the functions described herein.
Additionally, hardware system 710 may include a high performance
input/output (I/O) bus 706 and a standard I/O bus 708. A host
bridge 711 may couple processor 702 to high performance I/O bus
706, whereas I/O bus bridge 712 couples the two buses 706 and 708
to each other. A system memory 714 and one or more
network/communication interfaces 716 may couple to bus 706.
Hardware system 710 may further include video memory (not shown)
and a display device coupled to the video memory. Mass storage 718
and I/O ports 720 may couple to bus 708. Hardware system 710 may
optionally include a keyboard, a pointing device, and a display
device (not shown) coupled to bus 708. Collectively, these elements
are intended to represent a broad category of computer hardware
systems, including but not limited to, general purpose computer
systems based on the x86-compatible processors manufactured by
Intel Corporation of Santa Clara, Calif., and the x86-compatible
processors manufactured by Advanced Micro Devices (AMD), Inc., of
Sunnyvale, Calif., as well as any other suitable processor.
[0083] The elements of hardware system 710 are described in greater
detail below. In particular, network interface 716 provides
communication between hardware system 710 and any of a wide range
of networks, such as an Ethernet (e.g., IEEE 802.3) network, a
backplane, and so forth. Mass storage 718 provides permanent
storage for the data and programming instructions to perform the
above-described functions implemented in servers 622, whereas
system memory 714 (e.g., DRAM) provides temporary storage for the
data and programming instructions when executed by processor 702.
I/O ports 720 are one or more serial and/or parallel communication
ports that provide communication between additional peripheral
devices, which may be coupled to hardware system 710.
[0084] Hardware system 710 may include a variety of system
architectures, and various components of hardware system 710 may be
rearranged. For example, cache 704 may be on-chip with processor
702. Alternatively, cache 704 and processor 702 may be packed
together as a "processor module," with processor 702 being referred
to as the "processor core." Furthermore, certain embodiments of the
present disclosure may not require nor include all of the above
components. For example, the peripheral devices shown coupled to
standard I/O bus 708 may couple to high performance I/O bus 706. In
addition, in some embodiments, only a single bus may exist, with
the components of hardware system 710 being coupled to the single
bus. Furthermore, hardware system 710 may include additional
components, such as additional processors, storage devices, or
memories.
[0085] An operating system manages and controls the operation of
hardware system 710, including the input and output of data to and
from software applications (not shown). The operating system
provides an interface between the software applications being
executed on the system and the hardware components of the system.
Any suitable operating system may be used, such as the LINUX
Operating System, the Apple Macintosh Operating System, available
from Apple Computer Inc. of Cupertino, Calif., UNIX operating
systems, Microsoft.RTM. Windows.RTM. operating systems, BSD
operating systems, and the like. Of course, other embodiments are
possible. For example, the functions described herein may be
implemented in firmware or on an application-specific integrated
circuit (ASIC). Furthermore, the above-described elements and
operations can be comprised of instructions that are stored on
non-transitory storage media. The instructions can be retrieved and
executed by a processing system. Some examples of instructions are
software, program code, and firmware. Some examples of
non-transitory storage media are memory devices, tape, disks,
integrated circuits, and servers. The instructions are operational
when executed by the processing system to direct the processing
system to operate in accord with the disclosure. The term
"processing system" refers to a single processing device or a group
of inter-operational processing devices. Some examples of
processing devices are integrated circuits and logic circuitry.
Those skilled in the art are familiar with instructions, computers,
and storage media.
Miscellaneous
[0086] One or more features from any embodiment may be combined
with one or more features of any other embodiment without departing
from the scope of the disclosure.
[0087] 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.
[0088] 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.
[0089] For example, the methods, game features and game mechanics
described herein may be implemented using hardware components,
software components, and/or any combination thereof. By way of
example, while embodiments of the present disclosure have been
described as operating in connection with a networking website,
various embodiments of the present disclosure can be used in
connection with any communications facility that supports web
applications. Furthermore, in some embodiments the term "web
service" and "website" may be used interchangeably and additionally
may refer to a custom or generalized API on a device, such as a
mobile device (e.g., cellular phone, smart phone, personal GPS,
PDA, personal gaming device, etc.), that makes API calls directly
to a server. Still further, while the embodiments described above
operate with respect to a poker game, the embodiments can be
applied to any game that includes multiple players. The
specification and drawings are, accordingly, to be regarded in an
illustrative rather than a restrictive sense. It will, however, be
evident that various modifications and changes may be made
thereunto without departing from the broader spirit and scope of
the disclosure as set forth in the claims and that the disclosure
is intended to cover all modifications and equivalents within the
scope of the following claims.
* * * * *