Multiplayer network game notifications
Claim Score by NHIP
Abstract
A game system may receive an attack by a first player against a second player. The game system may notify a third player of the attack and provide the third player the option to intervene. The game system may notify the second player of the attack and provide the second player the option to mitigate damage from the attack. The game system may notify the third player based on their status as guildmates, neighbors, or connection in a social network with the first player or the second player. The option to intervene or mitigate may be available for a limited period of time. Responding to the attack may add units to the battle, reduce damage taken, or generate other benefits.

Term
Projected expiry 7 May 2034.
- Priority
- Filed
- Published
- Today
- Projected expiry
20 claims: 3 independent, 17 dependent
- 1Broadest claimClaim Score 61, broad(NHIP)A method comprising:receiving, using a processor of a machine, a game action of a first player, the game action of the first player generated by a client system of the first player, the game action of the first player directed to a target player;causing a notification to be presented to a second player at a client system of the second player, the notification including a specification of the game action of the first player, the second player being the target player, the notification including a user interface element operable to generate a game action of the second player;receiving the game action of the second player, responsive to the notification;and at least in part based on whether the game action of the second player was sent within a predetermined time period, determining an outcome of the game action of the first player.
- 14A system comprising:one or more modules configured to: receive a game action of a first player, the game action of the first player generated by a client system of the first player, the game action of the first player directed to a target player;cause a notification to be presented to a second player at a client system of the second player, the notification including a specification of the game action of the first player, the second player being the target player, the notification including a user interface element operable to generate a game action of the second player;receive the game action of the second player, responsive to the notification;and at least in part based on whether the game action of the second player was sent within a predetermined time period, determine an outcome of the game action of the first player.
- 20A non-transitory machine-readable storage medium comprising instructions that, when executed by one or more processors of a machine, cause the machine to perform operations comprising:receiving, using a processor of the machine, a game action of a first player, the game action of the first player generated by a client system of the first player, the game action of the first player directed to a target player;causing a notification to be presented to a second player at a client system of the second player, the notification including a specification of the game action of the first player, the second player being the target player, the notification including a user interface element operable to generate a game action of the second player;receiving the game action of the second player, responsive to the notification;and at least in part based on whether the game action of the second player was sent within a predetermined time period, determining an outcome of the game action of the first player.
Independent claims3
165 paragraphs in 4 sections, as filed
CLAIM OF PRIORITY UNDER 35 U.S.C. §119(e)
0001The present application claims priority to and incorporates by reference U.S. Provisional Application No. 61/832,317, filed Jun. 7, 2013, entitled “Multiplayer Network Gameplay Notifications.”
TECHNICAL FIELD
0002The subject matter disclosed herein generally relates to the playing of games. Specifically, in one example, the present disclosure addresses systems and methods to notify players of events in a game.
BACKGROUND
0003In military-style strategy games, players may build or recruit units and use these units to attack territory or units controlled by other players, or to defend the territory of the owning player.
0004A user may interact with a game through a user interface (“UI”).
0005Push notifications, such as those served by the Apple Push Notification Service, allow an application to send notifications to users and receive a response, even when the user is not running the application sending the notification.
BRIEF DESCRIPTION OF THE DRAWINGS
0006Some embodiments are illustrated by way of example and not limitation in the figures of the accompanying drawings.
0007<figref idref="DRAWINGS">FIG. 1</figref> is a block diagram illustrating an example of a system for implementing particular disclosed embodiments.
0008<figref idref="DRAWINGS">FIG. 2</figref> is a block diagram illustrating an example social network.
0009<figref idref="DRAWINGS">FIG. 3A</figref> is a pair of block diagrams illustrating components of a server machine or a client machine suitable for implementing particular disclosed embodiments.
0010<figref idref="DRAWINGS">FIG. 3B</figref> is a block diagram illustrating components of a game engine suitable for implementing particular disclosed embodiments.
0011<figref idref="DRAWINGS">FIG. 4</figref> is a block diagram illustrating an example user interface of an example game instance.
0012<figref idref="DRAWINGS">FIG. 5</figref> is a block diagram illustrating an example user interface of an example game instance.
0013<figref idref="DRAWINGS">FIG. 6</figref> is a block diagram illustrating an example user interface of an example game instance.
0014<figref idref="DRAWINGS">FIG. 7</figref> is a block diagram illustrating an example user interface of an example game instance.
0015<figref idref="DRAWINGS">FIG. 8</figref> is a block diagram illustrating an example user interface of an example game instance.
0016<figref idref="DRAWINGS">FIG. 9</figref> is a block diagram illustrating an example user interface of an example game instance.
0017<figref idref="DRAWINGS">FIG. 10</figref> is a block diagram illustrating an example user interface of an example game instance.
0018<figref idref="DRAWINGS">FIG. 11</figref> is a block diagram illustrating an example user interface of an example game instance.
0019<figref idref="DRAWINGS">FIG. 12</figref> is a flowchart illustrating operations of a device in performing particular disclosed embodiments.
0020<figref idref="DRAWINGS">FIG. 13</figref> is a flowchart illustrating operations of a device in performing particular disclosed embodiments.
0021<figref idref="DRAWINGS">FIG. 14</figref> is a flow chart illustrating an example data flow in a system.
0022<figref idref="DRAWINGS">FIG. 15</figref> is a block diagram illustrating data structures in example embodiments.
0023<figref idref="DRAWINGS">FIG. 16</figref> is a network diagram illustrating an example network environment.
0024<figref idref="DRAWINGS">FIG. 17</figref> is a block diagram illustrating an example computer system architecture.
DETAILED DESCRIPTION
0025Example methods and systems are directed to notifying a third player of an attack by a first player against a second player and allowing the third player to intervene. Examples merely typify possible variations. Unless explicitly stated otherwise, components and functions are optional and may be combined or subdivided, and operations may vary in sequence or be combined or subdivided. In the following description, for purposes of explanation, numerous specific details are set forth to provide a thorough understanding of example embodiments. It will be evident to one skilled in the art, however, that the present subject matter may be practiced without these specific details.
0026Multiple players in a game can form a guild. The guild can work toward projects, lend troops for battles, and protect their village. Guilds may compete with each other, attack each other, be ranked against each other, or any suitable combination thereof. The guild may have a chat channel. The chat channel may restrict participation to guild members. Members of a guild may be shown a neighbor bar that includes information about neighbors, such as neighbor names, profile pictures, status information, character level, or any suitable combination thereof. In some example embodiments, members of a guild to which the player belongs are neighbors. Optionally, members of the player's social network are neighbors.
0027When two members of a guild are connected to the game and one attacks another player, the other guild member may be informed. In some example embodiments, the informed guild member may click on the profile picture or name of the attacking player and add units to the battle. In response, the attacking player may receive an audio alert, a visual alert, or both. The attacking player may see the aiding troops appear. The profile picture or name of the aiding player may also be shown to the attacking player. In some example embodiments, assistance is received in this manner from multiple guildmates. In some example embodiments, the player being attacked may also receive aid in this manner from one or more guildmates. The number of aiding players may be capped, e.g., at two on each side. In some example embodiments, the battle is only seen by the active player making the attack. In some example embodiments, the aiding player does not choose the type of troops to donate; instead, they are determined by a level of the guild. For example, donated troops may be based on an overall level of the guild, a level of an ability related to the troop-donating feature, or both. In some example embodiments, there is no cost for the donation of troops. In other example embodiments, there is a cost either to the player or the guild.
0028The aiding troops may be added to the battle substantially in real-time, in response to the aiding player's decision to help. In some example embodiments, the aiding player has a limited time (e.g., 10 seconds, 30 seconds, 5 minutes, or the duration of the battle) to decide to help. A notification of the aid may be presented to the player being attacked. The notification may be presented by email, a social network, a chat channel, the UI of a running application, a push notification, or any suitable combination thereof.
0029Additionally or alternatively, a notification of an attack may be presented to a player being attacked. The player may have a limited period of time to respond to the notification (e.g., 10 seconds, 30 seconds, 5 minutes, or the duration of the battle). Damage received by the player may be reduced based on the player responding to the notification. For example, if an enemy attack destroyed 100 resources, responding to the notification may return 50 resources. In some example embodiments, the amount returned is based on the time taken to respond. For example, if a player could recover up to 50 resources, the player may have 50 seconds to respond, with the amount of resources recovered proportional to the speed of the response. The notification may be presented by email, a social network, a chat channel, the UI of a running application, a push notification, or any suitable combination thereof.
0030<figref idref="DRAWINGS">FIG. 1</figref> is a block diagram illustrating an example of a system for implementing particular disclosed embodiments. In particular embodiments, system <b>100</b> comprises player <b>101</b>, social networking system <b>120</b><i>a</i>, game networking system <b>120</b><i>b</i>, client system <b>130</b>, and network <b>160</b>. The components of system <b>100</b> can be connected to each other in any suitable configuration, using any suitable type of connection <b>110</b>. The components may be connected directly or over a network <b>160</b>, which may be any suitable network. For example, one or more portions of network <b>160</b> 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.
0031Social networking system <b>120</b><i>a </i>is a network-addressable computing system that can host one or more social graphs. Social networking system <b>120</b><i>a </i>can generate, store, receive, and transmit social networking data. Social networking system <b>120</b><i>a </i>can be accessed by the other components of system <b>100</b> either directly or via network <b>160</b>. Game networking system <b>120</b><i>b </i>is a network-addressable computing system that can host one or more online games. Game networking system <b>120</b><i>b </i>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 <b>120</b><i>b </i>can be accessed by the other components of system <b>100</b> either directly or via network <b>160</b>. Player <b>101</b> may use client system <b>130</b> to access, send data to, and receive data from social networking system <b>120</b><i>a </i>and game networking system <b>120</b><i>b</i>. Client system <b>130</b> can access social networking system <b>120</b><i>a </i>or game networking system <b>120</b><i>b </i>directly, via network <b>160</b>, or via a third-party system. As an example and not by way of limitation, client system <b>130</b> may access game networking system <b>120</b><i>b </i>via social networking system <b>120</b><i>a</i>. Client system <b>130</b> can be any suitable computing device, such as a personal computer, laptop, cellular phone, smart phone, computing tablet, etc.
0032Although <figref idref="DRAWINGS">FIG. 1</figref> illustrates one player <b>101</b>, social networking system <b>120</b><i>a</i>, game networking system <b>120</b><i>b</i>, client system <b>130</b>, and network <b>160</b>, this disclosure contemplates any suitable number of players <b>101</b>, social networking systems <b>120</b><i>a</i>, game networking systems <b>120</b><i>b</i>, client systems <b>130</b>, and networks <b>160</b>. As an example and not by way of limitation, system <b>100</b> may include one or more game networking systems <b>120</b><i>b </i>and no social networking systems <b>120</b><i>a</i>. As another example and not by way of limitation, system <b>100</b> may include a system that comprises both social networking system <b>120</b><i>a </i>and game networking system <b>120</b><i>b</i>. Moreover, although <figref idref="DRAWINGS">FIG. 1</figref> illustrates a particular arrangement of player <b>101</b>, social networking system <b>120</b><i>a</i>, game networking system <b>120</b><i>b</i>, client system <b>130</b>, and network <b>160</b>, this disclosure contemplates any suitable arrangement of player <b>101</b>, social networking system <b>120</b><i>a</i>, game networking system <b>120</b><i>b</i>, client system <b>130</b>, and network <b>160</b>.
0033The components of system <b>100</b> may be connected to each other using any suitable connections <b>110</b>. For example, suitable connections <b>110</b> 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 <b>110</b> 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, or another type of connection, or a combination of two or more such connections. Connections <b>110</b> need not necessarily be the same throughout system <b>100</b>. One or more first connections <b>110</b> may differ in one or more respects from one or more second connections <b>110</b>. Although <figref idref="DRAWINGS">FIG. 1</figref> illustrates particular connections <b>110</b> between player <b>101</b>, social networking system <b>120</b><i>a</i>, game networking system <b>120</b><i>b</i>, client system <b>130</b>, and network <b>160</b>, this disclosure contemplates any suitable connections between player <b>101</b>, social networking system <b>120</b><i>a</i>, game networking system <b>120</b><i>b</i>, client system <b>130</b>, and network <b>160</b>. As an example and not by way of limitation, in particular embodiments, client system <b>130</b> may have a direct connection to social networking system <b>120</b><i>a </i>or game networking system <b>120</b><i>b</i>, bypassing network <b>160</b>.
Online Games and Game Systems—Game Networking Systems
0034In 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 <b>101</b> 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 game state, including player character state for currently active (online) and inactive (offline) players.
0035An online game can be hosted by game networking system <b>120</b><i>b</i>, which can be accessed using any suitable connection <b>110</b> with a suitable client system <b>130</b>. A player <b>101</b> may have a game account on game networking system <b>120</b><i>b</i>, wherein the game account can contain a variety of information associated with the player <b>101</b> (e.g., the player's personal information, financial information, purchase history, player character state, game state). In some embodiments, a player <b>101</b> may play multiple games on game networking system <b>120</b><i>b</i>, which may maintain a single game account for the player <b>101</b> with respect to all the games, or multiple individual game accounts for each game with respect to the player <b>101</b>. In some embodiments, game networking system <b>120</b><i>b </i>can assign a unique identifier to each player <b>101</b> of an online game hosted on game networking system <b>120</b><i>b</i>. Game networking system <b>120</b><i>b </i>can determine that a player <b>101</b> is accessing the online game by reading the user's cookies, which may be appended to HTTP requests transmitted by client system <b>130</b>, and/or by the player <b>101</b> logging onto the online game. “User” may refer to the user of a computer system used to play the game while “player” may refer to an individual that created a game account used to play the game or to a player character controlled by a player or a user. In many circumstances, “player” and “user” may be used interchangeably.
0036In particular embodiments, player <b>101</b> may access an online game and control the game's progress via client system <b>130</b> (e.g., by inputting commands to the game at the client device). Client system <b>130</b> can display the game interface, receive inputs from player <b>101</b>, 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 <b>130</b>, social networking system <b>120</b><i>a</i>, or game networking system <b>120</b><i>b</i>). As an example and not by way of limitation, client system <b>130</b> can download client components of an online game, which are executed locally, while a remote game server, such as game networking system <b>120</b><i>b</i>, provides backend support for the client components and may be responsible for maintaining application data of the game, processing the inputs from the player <b>101</b>, updating and/or synchronizing the game state based on the game logic and each input from the player <b>101</b>, and transmitting instructions to client system <b>130</b>. As another example and not by way of limitation, each time player <b>101</b> provides an input to the game through the client system <b>130</b> (such as, for example, by typing on the keyboard or clicking the mouse of client system <b>130</b>), the client components of the game may transmit the player <b>101</b>'s input to game networking system <b>120</b><i>b. </i>
Online Games and Game Systems—Game Play
0037In particular embodiments, player <b>101</b> can engage in or cause a player character controlled by him to engage in one or more in-game actions. For a particular game, various types of in-game actions may be available to player <b>101</b>. As an example and not by way of limitation, 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, and go to a virtual store to buy/sell virtual items. As another example and not by way of limitation, a player character in an online poker game may be able to play at specific tables, place bets of virtual or legal currency for certain amounts, discard or hold certain cards, play or fold certain hands, and play in a online poker tournament. In another example, a player character in an online strategy war game may be able to attack the territory of another player, defend the territory of the player, assist in the defense of another player's territory, or any suitable combination thereof.
0038In particular embodiments, player <b>101</b> may engage in an in-game action by providing one or more user inputs to client system <b>130</b>. Various actions may call for various types and numbers of user inputs. Some types of in-game actions may call for a single user input. As an example and not by way of limitation, player <b>101</b> may be able to harvest a virtual crop by clicking on it once with a mouse. Some types of in-game actions may call for multiple user inputs. As another example and not by way of limitation, player <b>101</b> may be able to throw a virtual fireball at an in-game object by entering the following sequence on a keyboard: DOWN, DOWN and RIGHT, RIGHT, B. This disclosure contemplates engaging in in-game actions using any suitable number and type of user inputs.
0039In particular embodiments, player <b>101</b> can perform an in-game action on an in-game object. An in-game object is any interactive element of an online game. In-game objects may include, for example, PCs, NPCs, in-game assets and other virtual items, in-game obstacles, game elements, game features, and other in-game objects. This disclosure contemplates performing in-game actions on any suitable in-game objects. For a particular in-game object, various types of in-game actions may be available to player <b>101</b> based on the type of in-game object. As an example and not by way of limitation, if player <b>101</b> encounters a virtual bear, the game engine may give him the options of shooting the bear or petting the bear. Some in-game actions may be available for particular types of in-game objects but not other types. As an example and not by way of limitation, if player <b>101</b> encounters a virtual rock, the game engine may give him the option of moving the rock; however, unlike the virtual bear, the game engine may not allow player <b>101</b> to shoot or pet the virtual rock. Furthermore, for a particular in-game object, various types of in-game actions may be available to player <b>101</b> based on the game state of the in-game object. As an example and not by way of limitation, if player <b>101</b> encounters a virtual crop that was recently planted, the game engine may give him only the option of fertilizing the crop, but if player <b>101</b> returns to the virtual crop later when it is fully grown, the game engine may give him only the option of harvesting the crop.
0040In particular embodiments, the game engine may cause one or more game events to occur in the game. Game events may include, for example, a change in game state, an outcome of an engagement, a completion of an in-game obstacle, a transfer of an in-game asset or other virtual item, or a provision of access, rights and/or benefits. In particular embodiments, a game event is any change in game state. Similarly, any change in game state may be a game event. This disclosure contemplates any suitable type of game event. As an example and not by way of limitation, the game engine may cause a game event where the virtual world cycles between daytime and nighttime every 24 hours. As another example and not by way of limitation, the game engine may cause a game event where a new instance, level, or area of the game becomes available to player <b>101</b>. As yet another example and not by way of limitation, the game engine may cause a game event where player <b>101</b>'s player character heals one hit point every 5 minutes.
0041In particular embodiments, a game event or change in game state may be an outcome of one or more in-game actions. The game engine can determine the outcome of a game event or a change in game state according to a variety of factors, such as, for example, game logic or rules, player character in-game actions, player character state, game state of one or more in-game objects, interactions of other player characters, or random calculations. As an example and not by way of limitation, player <b>101</b> may overcome an in-game obstacle and earn sufficient experience points to advance to the next level, thereby changing the game state of player <b>101</b>'s player character (e.g., advancing it to the next character level). As another example and not by way of limitation, player <b>101</b> may defeat a particular boss NPC in a game instance, thereby causing a game event where the game instance is completed and the player <b>101</b> advances to a new game instance. As yet another example and not by way of limitation, player <b>101</b> may pick the lock on a virtual door to open it, thereby changing the game state of the door (it goes from closed to open) and causing a game event (the player <b>101</b> can access a new area of the game).
0042In particular embodiments, player <b>101</b> may access particular game instances of an online game. A game instance is 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 <b>101</b> 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 <b>101</b> and one or more in-game objects controlled by the game engine. When accessing an online game, the game engine may allow player <b>101</b> 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 <b>101</b> will access. In particular embodiments, an online game comprises only one game instance that all players <b>101</b> of the online game can access.
0043In 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 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.
Social Graphs and Social Networking Systems
0044In 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.
0045The minimum number of edges needed 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.
0046Within 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 </sub>degrees of the player, where N<sub>max </sub>is the maximum degree of separation allowed by the system managing the social graph (such as, for example, social networking system <b>120</b><i>a </i>or game networking system <b>120</b><i>b</i>). In one embodiment, N<sub>max </sub>equals 1, such that the player's social network includes only first-degree friends. In another embodiment, N<sub>max </sub>is unlimited and the player's social network is coextensive with the social graph.
0047In particular embodiments, the social graph is managed by game networking system <b>120</b><i>b</i>, which is managed by the game operator. In other embodiments, the social graph is part of a social networking system <b>120</b><i>a </i>managed by a third-party (e.g., Facebook, Friendster, Myspace). In yet other embodiments, player <b>101</b> has a social network on both game networking system <b>120</b><i>b </i>and social networking system <b>120</b><i>a</i>, wherein player <b>101</b> can have a social network on the game networking system <b>120</b><i>b </i>that is a subset, superset, or independent of the player <b>101</b>'s social network on social networking system <b>120</b><i>a</i>. In such combined systems, game networking system <b>120</b><i>b </i>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 <b>120</b><i>a</i>, game networking system <b>120</b><i>b</i>, or both.
0048<figref idref="DRAWINGS">FIG. 2</figref> shows an example of a social network <b>200</b> within a social graph. As shown, Player <b>201</b> can be associated, connected or linked to various other users, or “friends,” within the social network <b>200</b>. These associations, connections or links can track relationships between users within the social network <b>200</b> 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 <b>200</b> will be described in relation to Player <b>201</b>. 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.
0049As shown in <figref idref="DRAWINGS">FIG. 2</figref>, Player <b>201</b> has direct connections with several friends. When Player <b>201</b> has a direct connection with another individual, that connection is referred to as a first-degree friend. In social network <b>200</b>, Player <b>201</b> has two first-degree friends. That is, Player <b>201</b> is directly connected to Friend 1<sub>1 </sub><b>211</b> and Friend 2<sub>1 </sub><b>221</b>. 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, the number of edges needed to connect a player to another user is considered the degree of separation. For example, <figref idref="DRAWINGS">FIG. 2</figref> shows that Player <b>201</b> has three second-degree friends to which he is connected via his connection to his first-degree friends. Second-degree Friend 1<sub>2 </sub><b>212</b> and Friend 2<sub>2 </sub><b>222</b> are connected to Player <b>201</b> via his first-degree Friend 1<sub>1 </sub><b>211</b>. The limit on the depth of friend connections, or the number of degrees of separation for associations, that Player <b>201</b> is allowed is typically dictated by the restrictions and policies implemented by social networking system <b>120</b><i>a. </i>
0050In various embodiments, Player <b>201</b> can have Nth-degree friends connected to him through a chain of intermediary degree friends as indicated in <figref idref="DRAWINGS">FIG. 2</figref>. For example, Nth-degree Friend 1<sub>N </sub><b>219</b> is connected to Player <b>201</b> via second-degree Friend 3<sub>2 </sub><b>232</b> and one or more other higher-degree friends. Various embodiments may benefit from and utilize the distinction between the various degrees of friendship relative to Player <b>201</b>.
0051In 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. <figref idref="DRAWINGS">FIG. 2</figref> depicts an example of in-game social network <b>260</b> and out-of-game social network <b>250</b>. In this example, Player <b>201</b> has out-of-game connections <b>255</b> to a plurality of friends, forming out-of-game social network <b>250</b>. Here, Friend 1<sub>1 </sub><b>211</b> and Friend 2<sub>1 </sub><b>221</b> are first-degree friends with Player <b>201</b> in his out-of-game social network <b>250</b>. Player <b>201</b> also has in-game connections <b>265</b> to a plurality of players, forming in-game social network <b>260</b>. Here, Friend 2<sub>1 </sub><b>221</b>, Friend 3<sub>1 </sub><b>231</b>, and Friend 4<sub>1 </sub><b>241</b> are first-degree friends with Player <b>201</b> in his in-game social network <b>260</b>. In some embodiments, it is possible for a friend to be in both the out-of-game social network <b>250</b> and the in-game social network <b>260</b>. Here, Friend 2<sub>1 </sub><b>221</b> has both an out-of-game connection <b>255</b> and an in-game connection <b>265</b> with Player <b>201</b>, such that Friend 2<sub>1 </sub><b>221</b> is in both Player <b>201</b>'s in-game social network <b>260</b> and Player <b>201</b>'s out-of-game social network <b>250</b>.
0052As with other social networks, Player <b>201</b> can have second-degree and higher-degree friends in both his in-game and out of game social networks <b>260</b>, <b>250</b>. In some embodiments, it is possible for Player <b>201</b> to have a friend connected to him both in his in-game and out-of-game social networks <b>260</b>, <b>250</b>, wherein the friend is at different degrees of separation in each network. For example, if Friend 2<sub>2 </sub><b>222</b> had a direct in-game connection with Player <b>201</b>, Friend 2<sub>2 </sub><b>222</b> would be a second-degree friend in Player <b>201</b>'s out-of-game social network <b>250</b>, but a first-degree friend in Player <b>201</b>'s in-game social network <b>260</b>. In particular embodiments, a game engine can access in-game social network <b>260</b>, out-of-game social network <b>250</b>, or both.
0053In particular embodiments, the connections in a player's in-game social network <b>260</b> can be formed both explicitly (e.g., users have to “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.
Asynchronous Game Play
0054In multiplayer online games, two or more players can play in the same game instance. Game play is asynchronous when the players do not play simultaneously in the game instance. In particular embodiments, synchronous game play between two players in the same game instance can be simulated from asynchronous game play by recording the game play of a first player in the game instance at a first time and replaying that game play during the game play of a second player in the game instance at a later time.
0055<figref idref="DRAWINGS">FIG. 3A</figref> is a pair of block diagrams illustrating components of the client system <b>130</b> and the game networking system <b>120</b><i>b</i>, according to some example embodiments. The client system <b>130</b> is shown as including a communications module <b>310</b>, a game engine <b>320</b>, and a display module <b>330</b>, all configured to communicate with each other (e.g., via a bus, shared memory, or a switch). The game networking system <b>120</b><i>b </i>is also shown as including a communications module <b>340</b>, a game engine <b>350</b>, and a display module <b>360</b>, all configured to communicate with each other (e.g., via a bus, shared memory, or a switch). Any one or more of the modules described herein may be implemented using hardware (e.g., a processor of a machine) or a combination of hardware and software. For example, any module described herein may configure a processor to perform the operations described herein for that module. Moreover, any two or more of these modules may be combined into a single module, and the functions described herein for a single module may be subdivided among multiple modules. Furthermore, according to various example embodiments, modules described herein as being implemented within a single machine, database, or device may be distributed across multiple machines, databases, or devices.
0056The communications modules <b>310</b> and <b>340</b> may be configured to send and receive data between the client system <b>130</b> and the game networking system <b>120</b><i>b</i>. For example, the client system <b>130</b> may send data including the game choices made by the user to the game networking system <b>120</b><i>b </i>via the communications module <b>310</b>. As another example, the game networking system <b>120</b><i>b </i>may receive the game choices via the communications module <b>340</b>, process them using the game engine <b>350</b>, and send a response via the communications module <b>340</b>. In some example embodiments, the display module <b>360</b> of the game networking system <b>120</b><i>b </i>causes the display of results from the game action on the client system <b>130</b>. In some example embodiments, the display module <b>330</b> of the client system <b>130</b> interprets results received by the communications module <b>310</b> and causes the display of results from the game action on the client system <b>130</b>. In some example embodiments, calculation of the results of the game action is performed in the game engine <b>320</b> of the client system <b>130</b>, the game engine <b>350</b> of the game networking system <b>120</b><i>b</i>, or both. Further details regarding the functions of the modules <b>310</b>-<b>360</b> are discussed below, with respect to <figref idref="DRAWINGS">FIGS. 4-15</figref>.
0057<figref idref="DRAWINGS">FIG. 3B</figref> is a block diagram illustrating components of a game engine <b>320</b> or <b>350</b>, according to some example embodiments. The game engine <b>320</b> or <b>350</b> may include a movement module <b>370</b>, an attack module <b>380</b>, and an intervention module <b>390</b>.
0058The movement module <b>370</b> may control the movement of units within the game. For example, a player may send a command to one or more units to attack a building in an enemy territory. The units may move across a play area to reach the building. The units may move in straight lines or along a grid. For example, the position of the units may be defined in (x,y) coordinates, with the size of the coordinate grid such that each unit is much larger than a single coordinate element. In this way, the units may appear to be arbitrarily placed relative to the coordinate grid. In another example, the position of the units may be defined as a position on a grid, with the size of the coordinate grid such that each unit is similar in size to a single coordinate element (e.g., the same size, half of the size, twice the size, or the like). In this way, the units may appear to be placed in a limited set of positions relative to the playing area. The movement module <b>370</b> may take into account a number of factors in determining the movement of a unit. For example, a speed of the unit, a movement modifier (e.g., a terrain modifier) of the play area the unit is on, an attribute of the player controlling the unit (e.g., a researched speed bonus), an attribute of the player controlling the play area (e.g., a defensive spell causing a speed penalty to enemy units), a health of the unit (e.g., a speed reduction due to damage taken), and so on.
0059By way of example, the A* algorithm may be used to determine the path taken by a unit in getting from a starting location to a destination location. During the movement of the unit, the speed of the unit may be determined by the following formula: (Unit Base Speed)×(Terrain Modifier)×(Player Bonus)×(Opponent Penalty). For example, a unit may have a base speed of 50 pixels/second, 2 tiles/day, or 100 miles/hour. On flat terrain, the terrain modifier may be 1.0; on swampy terrain, the terrain modifier may be 0.5; on mountain terrain, the terrain modifier may be 0.75. A player may ordinarily not have a player bonus, and 1.0 may be used for the player bonus element. The player may have a temporary power up providing 25% increased movement speed, and 1.25 may be used for the player bonus element. Likewise, the opponent may not ordinarily have an opponent penalty, and 1.0 may be used for the opponent penalty element. The player may cast a defensive spell providing 25% reduced movement speed, and 0.75 may be used for the player bonus element. Thus, in an example embodiment, a unit with a speed of 50 pixels/second belonging to a player with a speed bonus (1.25) on swampy terrain (0.5) attacking a player having a movement penalty (0.75) would have a resulting speed of 23.4375 pixels/second. In some example embodiments, the speed is rounded to a game- or processor-determined degree of precision. For example, the speed of 23.4375 pixels/second may be rounded to 23 pixels/second. In some example embodiments, more or fewer elements are used to calculate the unit speed. For example, a terrain modifier may not be used.
0060The attack module <b>380</b> may control the ability of units within the game to deal damage to each other. For example, a unit may have an attack capable of dealing damage at a range. After the movement module <b>370</b> has moved the unit to within its range of a target unit (e.g., a target building), the attack module <b>380</b> may determine the damage dealt by the attacking unit. The damage may be based on an attack value of the attacking unit, a defense value of the defending unit, a random element, cover provided to the defending unit by terrain, a high-ground bonus provided to the attacking unit by terrain, a range factor (e.g., a decrease in damage at long range or an increase in damage at close range), and so on.
0061By way of example, the damage dealt may be determined by the following formula: (Attack Value)×(Range Modifier)×(Terrain Modifiers)×(Random Factor)/(Defense Value). For example, a unit may have an attack value of 100. The range modifier may depend on the unit. For example, dispersed gas may do much less damage at its maximum range than close-up, while a rifle bullet deals very similar damage at close range and maximum range. For this example, consider a range modifier that varies linearly with distance, from 1.0 at point-blank range to 0.0 at a maximum range of 200 pixels. Example terrain modifiers are a 1.5 multiplier for the attacker being on higher ground than the defender, and an 0.75 multiplier for the defender being in forest territory that provides some cover. In this example, consider a defending unit with a defense value of 80. Thus, based on the fixed elements, the damage dealt will be 100×0.5×1.5×0.75×(Random Factor)/8, where the range is 100 pixels, resulting in an 0.5 range modifier. As a result, the damage dealt will be 7.03125 multiplied by the Random Factor. The Random Factor may be a random value in any predefined range. For example, between 0 and 1 or between 50 and 100. The Random Factor may be linearly distributed, follow a Gaussian distribution, or use some other distribution.
0062The intervention module <b>390</b> may affect combat in the game. For example, a first player may attack a second player. A third player may intervene in the combat to help one player or the other. The intervention module <b>390</b> may create units for the intervention and place them in the area of combat. Additionally or alternatively, the intervention module <b>390</b> may take units of the third player and move them into the area of combat. As another option, the intervention module <b>390</b> can affect the game state accessed by the attack module <b>380</b>. For example, the intervening player and the player being aided may belong to a guild with affinity for water. Accordingly, rainy weather may benefit members of the guild more than most other players. In this example, intervention by the water-allied player can alter the game state by causing it to rain during the attack.
0063<figref idref="DRAWINGS">FIG. 4</figref> is a block diagram illustrating an example user interface of an example game instance. Shown in <figref idref="DRAWINGS">FIG. 4</figref> is a user interface (“UI”) <b>400</b> with a title <b>410</b>, a notification <b>420</b>, and buttons <b>430</b> and <b>440</b>. Also shown is the player's village <b>450</b>, with buildings <b>470</b>.
0064The title <b>410</b> may indicate to the player the type of screen being displayed. For example, the title “Village Planning” may indicate that the screen may be used to organize or improve the player's village <b>450</b>.
0065The notification <b>420</b> may appear to notify the player that an ally is being attacked. The notification <b>420</b> may appear for a limited period of time, and vanish automatically if the player does not respond to it.
0066The button <b>430</b>, labeled “Help,” may be operable by the player to aid the ally being attacked. In some example embodiments, aid given by the player does not cost the player any game resources, real-world currency, or both. In some example embodiments, choosing to give aid incurs a fixed cost to the player. In some example embodiments, additional UI options may be presented to the player, operable to select the amount of aid given, the type of aid given, or both. Choosing to aid the ally may provide additional units to support the ally in combat. In some example embodiments, the notification <b>420</b> is presented to multiple players. The notification <b>420</b> may be presented to one or more players chosen by their relationship to the ally in a social network (e.g., first-degree friends, second-degree friends, etc.), chosen by their status as neighbors, chosen by their status as guildmates, or any suitable combination thereof. In some example embodiments, a fixed amount (e.g., number of units, type of units, amount of currency, type of currency, or any suitable combination thereof) of aid is given if any player gives aid. In other example embodiments, the amount of aid given depends on the number of players giving aid, the amount of aid selected by each player, the type of aid selected, or any suitable combination thereof. In some example embodiments, a maximum amount of aid may be gained by the ally this way. Aid may be given in a variety of forms, including resources (e.g., currency), units, offensive or defensive bonuses, or any suitable combination thereof.
0067The button <b>440</b>, labeled “Ignore,” may be operable by the player to dismiss the notification <b>420</b> without giving aid to the ally being attacked. In some example embodiments, the choice by the player may be made visible to the ally. Alternatively, a choice to aid may be made visible to ally while a choice to ignore the opportunity to help is not shown. In some example embodiments, ignoring the notification <b>420</b> and operating the button <b>440</b> generate identical results.
0068The player's village <b>450</b> may display all or a portion of a player's territory. The player's territory may be a village, a kingdom, an area, a planet, or other area. The player's territory may include one or more buildings <b>470</b>. The buildings <b>470</b> may be destroyed by attacking units during an attack.
0069<figref idref="DRAWINGS">FIG. 5</figref> is a block diagram illustrating an example user interface of an example game instance. Shown in <figref idref="DRAWINGS">FIG. 5</figref> is a user interface (“UI”) <b>500</b> with a title <b>410</b>, a notification <b>520</b>, and buttons <b>530</b> and <b>540</b>. Also shown is the player's village <b>450</b>, with buildings <b>470</b>.
0070Elements <b>410</b>, <b>450</b>, and <b>470</b> are as described above with respect to <figref idref="DRAWINGS">FIG. 4</figref>.
0071The notification <b>520</b> may appear to notify the player that an ally is performing an attack. The notification <b>520</b> may appear for a limited period of time, and vanish automatically if the player does not respond to it.
0072The button <b>530</b>, labeled “Help,” may be operable by the player to aid the ally in the attack. In some example embodiments, aid given by the player does not cost the player any game resources, real-world currency, or both. In some example embodiments, choosing to give aid incurs a fixed cost to the player. In some example embodiments, additional UI options may be presented to the player, operable to select the amount of aid given, the type of aid given, or both. In some example embodiments, choosing to aid the ally provides additional units to support the ally in combat. In some example embodiments, the notification <b>520</b> is presented to multiple players. The notification <b>520</b> may be presented to one or more players chosen by their relationship to the ally in a social network (e.g., first-degree friends, second-degree friends, etc.), chosen by their status as neighbors, chosen by their status as guildmates, or any suitable combination thereof. In some example embodiments, a fixed amount (e.g., number of units, type of units, amount of currency, type of currency, or any suitable combination thereof) of aid is given if any player gives aid. In other example embodiments, the amount of aid given depends on the number of players giving aid, the amount of aid selected by each player, the type of aid selected, or any suitable combination thereof. In some example embodiments, a maximum amount of aid may be gained by the ally this way.
0073The button <b>540</b>, labeled “Ignore,” may be operable by the player to dismiss the notification <b>520</b> without giving aid to the ally performing the attack. In some example embodiments, the choice by the player may be made visible to the ally. In some example embodiments, ignoring the notification <b>520</b> and operating the button <b>540</b> generate identical results.
0074<figref idref="DRAWINGS">FIG. 6</figref> is a block diagram illustrating an example user interface of an example game instance. Shown in <figref idref="DRAWINGS">FIG. 6</figref> is a UI <b>600</b> with a title <b>610</b>, buttons <b>620</b> and <b>630</b>, a unit selection title <b>640</b>, unit type labels <b>641</b>-<b>643</b>, and unit amounts <b>644</b>-<b>646</b>. Also shown is the player's village <b>650</b>, with buildings <b>470</b>.
0075The title <b>610</b> may indicate to the player the type of screen being displayed. For example, the title “Attack Planning” may indicate that the screen may be used to prepare and launch an attack against another player.
0076The button <b>620</b>, labeled “OK,” may be operable by the player to confirm the attack planned via UI <b>600</b>. In some example embodiments, the attack is automatically begun as units are selected, without an additional step by the player.
0077The button <b>630</b>, labeled “Cancel,” may be operable by the player to cancel the attack planned via UI <b>600</b>. This may undo the selections and return the selected units. In some example embodiments, the attack cannot be canceled.
0078The unit selection title <b>640</b> may indicate an area of the UI <b>600</b> containing data regarding units selected to make the attack.
0079The unit type labels <b>641</b>-<b>643</b> may show the different units with which an attack may be launched. For example, infantry, cavalry, and artillery units may be available. In various embodiments, more or fewer unit types may be available to the player.
0080The unit amounts <b>644</b>-<b>646</b> may show the quantity of each unit type available or selected for the attack. In the example shown, 10 infantry, 5 cavalry, and 2 artillery units have been selected.
0081The target player's village <b>650</b> may display all or a portion of a player's territory. In some example embodiments, village <b>650</b> corresponds to the village <b>450</b>. The buildings <b>470</b> may be destroyed by attacking units during an attack.
0082<figref idref="DRAWINGS">FIG. 7</figref> is a block diagram illustrating an example user interface of an example game instance. The user interface <b>700</b> may be displayed on the client system <b>130</b> (e.g., a mobile device) with icons <b>710</b> and a push notification message area <b>720</b> with buttons <b>730</b> and <b>740</b>.
0083The icons <b>710</b> may be operable to launch applications, open documents, or the like, depending on the operating system of the client system <b>130</b>.
0084The push notification message area <b>720</b> may be displayed on the user interface <b>700</b> after the client system <b>130</b> receives corresponding data over the network <b>160</b>. The push notification message area <b>720</b> may include a message, such as “Ally Under Attack!” and one or more buttons (e.g., the button <b>730</b> and the button <b>740</b>). In some example embodiments, the push notification may interrupt any other activity engaged in by the player. In some example embodiments, the push notification may be queued by the device for later presentation to the player (e.g., based on a priority setting of the push notification, based on a priority setting of other applications running on the device, based on a push notification setting of the device, or any suitable combination thereof).
0085In some example embodiments, push notifications received by the client system <b>130</b> are handled by an operating system running on the client system <b>130</b>. Alternatively, push notifications received by the client system <b>130</b> may be handled by an application running on the client system <b>130</b>. For example, a lightweight application that consumes few resources may be running on the client system <b>130</b>, only to be activated when a push notification is received. In response to receiving the push notification, the lightweight application may present a push notification message area to the player. The push notification message area may be implemented as a lightweight UI (e.g., with only a title and a few buttons) in contrast to a heavyweight UI, which consumes more screen real estate and offers more user options.
0086The button <b>730</b>, labeled “Help,” may be operable by the player to aid the ally being attacked. In some example embodiments, aid given by the player does not cost the player any game resources, real-world currency, or both. In some example embodiments, choosing to give aid incurs a fixed cost to the player. In some example embodiments, additional UI options may be presented to the player, operable to select the amount of aid given, the type of aid given, or both. In some example embodiments, choosing to aid the ally provides additional units to support the ally in combat. The push notification message area <b>720</b> may be presented to multiple players. The players receiving the push notification message area <b>720</b> may be chosen by their relationship to the ally in a social network (e.g., first-degree friends, second-degree friends, etc.), chosen by their status as neighbors, chosen by their status as guildmates, or any suitable combination thereof. In some example embodiments, a fixed amount (e.g., number of units, type of units, amount of currency, type of currency, or any suitable combination thereof) of aid is given if any player gives aid. In other example embodiments, the amount of aid given depends on the number of players giving aid, the amount of aid selected by each player, the type of aid selected by each player, or any suitable combination thereof. In some example embodiments, a maximum amount of aid may be gained by the ally this way.
0087The button <b>740</b>, labeled “Ignore,” may be operable by the player to dismiss the notification without giving aid to the ally being attacked. In some example embodiments, the choice by the player may be made visible to the ally. In some example embodiments, ignoring the notification and operating the button <b>740</b> generate identical results.
0088<figref idref="DRAWINGS">FIG. 8</figref> is a block diagram illustrating another embodiment of the example user interface of <figref idref="DRAWINGS">FIG. 7</figref>. Shown in <figref idref="DRAWINGS">FIG. 8</figref> is the user interface <b>800</b> with icons <b>710</b> and a push notification message area <b>820</b> with buttons <b>830</b> and <b>840</b>. The icons <b>710</b> are described above with respect to <figref idref="DRAWINGS">FIG. 7</figref>.
0089The push notification message area <b>820</b> may be displayed on the screen of the client system <b>130</b> after the client system <b>130</b> receives corresponding data over the network <b>160</b>. The push notification may include a message, such as “Ally Attacking!” and one or more buttons <b>830</b> and <b>840</b>. In some example embodiments, the push notification may interrupt another activity engaged in by the player. In some example embodiments, the push notification may be queued by the device for later presentation to the player.
0090The button <b>830</b>, labeled “Help,” may be operable by the player to aid the ally in the attack. In some example embodiments, aid given by the player does not cost the player any game resources, real-world currency, or both. In some example embodiments, choosing to give aid incurs a fixed cost to the player. In some example embodiments, additional UI options may be presented to the player, operable to select the amount of aid given, the type of aid given, or both. In some example embodiments, choosing to aid the ally provides additional units to support the ally in combat. In some example embodiments, the push notification message area <b>820</b> is presented to multiple players. The push notification message area <b>820</b> may be presented to one or more players chosen by their relationship to the ally in a social network (e.g., first-degree friends, second-degree friends, etc.), chosen by their status as neighbors, chosen by their status as guildmates, or any suitable combination thereof. In some example embodiments, a fixed amount (e.g., number of units, type of units, amount of currency, type of currency, or any suitable combination thereof) of aid is given if any player gives aid. In other example embodiments, the amount of aid given depends on the number of players giving aid, the amount of aid selected by each player, the type of aid selected, or any suitable combination thereof. In some example embodiments, a maximum amount of aid may be gained by the ally this way.
0091The button <b>840</b>, labeled “Ignore,” may be operable by the player to dismiss the notification without giving aid to the ally performing the attack. In some example embodiments, the choice by the player may be made visible to the ally. In some example embodiments, ignoring the notification and operating the button <b>840</b> generate identical results.
0092<figref idref="DRAWINGS">FIG. 9</figref> is a block diagram illustrating an example user interface of an example game instance. Shown in <figref idref="DRAWINGS">FIG. 9</figref> is a UI <b>900</b> with a title <b>410</b>, a player's village <b>450</b>, buildings <b>470</b>, a neighbor bar <b>920</b>, friend status areas <b>930</b>-<b>950</b>, and buttons <b>960</b>-<b>970</b>. The elements <b>410</b>, <b>450</b>, and <b>470</b> are as described above with respect to <figref idref="DRAWINGS">FIG. 4</figref>.
0093The neighbor bar <b>920</b> shows the status of a selection of other players in the game. The selected players may be part of the player's guild, located geographically near the player in the real world, located near the player in a virtual world, at a similar point of progression as the player, or selected using other criteria. In the example embodiment shown, information about three friends is shown. The friends may be guildmates, friends in a social network, or otherwise associated with the player.
0094The status areas <b>930</b>-<b>950</b> each show the name and status of a player. For example, the status area <b>930</b> shows that Friend A is currently building. The status area <b>940</b> shows that Friend B is currently attacking. The status area <b>950</b> shows that Friend C is currently defending.
0095The buttons <b>960</b> and <b>970</b> are operable to allow the player to intervene in the actions of Friend B and Friend C. In the example shown, the buttons <b>960</b> and <b>970</b> are labeled “Help,” and may cause the player to assist in the friends' attack or defense. In another example, the neighbors shown may be opponents of the player and the button may be operable to hinder the opponents' efforts. In still another example, the neighbors may not be pre-assigned as allies or opponents and the player may be presented both helping and hindering options.
0096<figref idref="DRAWINGS">FIG. 10</figref> is a block diagram illustrating an example user interface of an example game instance. Shown in <figref idref="DRAWINGS">FIG. 10</figref> is a UI <b>1000</b> with a title <b>410</b>, a notification <b>1020</b>, and buttons <b>1030</b> and <b>1040</b>. Also shown is the player's village <b>450</b>, with buildings <b>470</b>. The elements <b>410</b>, <b>450</b>, and <b>470</b> are as described above, with respect to <figref idref="DRAWINGS">FIG. 4</figref>.
0097The notification <b>1020</b> may appear to notify the player that an attack against the player has occurred. The notification <b>1020</b> may appear for a limited period of time, and vanish automatically if the player does not respond to it. The notification <b>1020</b> may appear while the attack is taking place, after the attack is resolved, or both.
0098The button <b>1030</b>, labeled “Recover,” may be operable by the player to reduce the damage taken from the attack. In some example embodiments, additional UI options may be presented to the player, operable to select the type of recovery, the amount of recovery, or both. In some example embodiments, the recovery options may be associated with a cost of in-game, real-world, or premium currency. For example, the standard exchange rate between U.S. Dollars and in-game Copper may be 100 Copper for 1 U.S. Dollar. In this example, a player may be attacked and suffer damage in the amount of 100 Copper. By choosing to recover from the losses, the player may be offered a more advantageous exchange rate, e.g. 100 Copper for $0.50. In this example embodiment, the player may be given the option to select the amount of the recovery. The maximum amount of the recovery may be limited based on an attribute of the player, e.g., level, experience, wealth, guild level, or any suitable combination thereof. In some example embodiments, the player may build buildings, conduct research, spend resources or any suitable combination thereof in order to gain improved recovery options. In some example embodiments, there is no cost associated with the recovery. These embodiments may be combined, e.g., by providing a fixed amount of recovery for free along with the option to purchase additional recovery.
0099The button <b>1040</b>, labeled “Ignore,” may be operable by the player to dismiss the notification <b>1020</b> without recovering from the attack. In some example embodiments, ignoring the notification <b>1020</b> and operating the button <b>1040</b> generate identical results. In some example embodiments, choosing to ignore the recovery option provides other benefits, such as additional game actions or an advantage (e.g., additional units, additional damage-dealing, additional defense ability, or any suitable combination thereof) in a counter-attack.
0100<figref idref="DRAWINGS">FIG. 11</figref> is a block diagram illustrating an example user interface <b>1100</b> of an example game instance (e.g., a game instance on a mobile device). The UI <b>1100</b> includes icons <b>710</b> receiving a push notification in push notification message area <b>1120</b> with buttons <b>1130</b> and <b>1140</b>. The icons <b>710</b> are described above with respect to <figref idref="DRAWINGS">FIG. 7</figref>.
0101The push notification message area <b>1120</b> may be displayed on the UI <b>1100</b> after the client system <b>130</b> receives corresponding data over the network <b>160</b>. The push notification message area <b>1120</b> may include a message, such as “You Were Attacked!” and one or more buttons <b>1130</b> and <b>1140</b>. In some example embodiments, the push notification may interrupt any other activity engaged in by the player. In some example embodiments, the push notification may be queued by the device for later presentation to the player.
0102The button <b>1130</b>, labeled “Recover,” may be operable by the player to reduce the damage taken from the attack. In some example embodiments, additional UI options may be presented to the player, operable to select the type of recovery, the amount of recovery, or both. In some example embodiments, the recovery options may be associated with a cost of in-game, real-world, or premium currency. For example, the standard exchange rate between U.S. Dollars and in-game Copper may be 100 Copper for 1 U.S. Dollar. In this example, a player may be attacked and suffer damage in the amount of 100 Copper. By choosing to recover from the losses, the player may be offered a more advantageous exchange rate, e.g. 100 Copper for $0.50. In this example embodiment, the player may be given the option to select the amount of the recovery. The maximum amount of the recovery may be limited based on an attribute of the player, e.g., level, experience, wealth, guild level, or any suitable combination thereof. In some example embodiments, the player may build buildings, conduct research, spend resources or any suitable combination thereof in order to gain improved recovery options. In some example embodiments, there is no cost associated with the recovery. These embodiments may be combined, e.g., by providing a fixed amount of recovery for free along with the option to purchase additional recovery.
0103The button <b>1140</b>, labeled “Ignore,” may be operable by the player to dismiss the notification without recovering from the attack. In some example embodiments, ignoring the notification and operating the button <b>1140</b> generate identical results. In some example embodiments, choosing to ignore the recovery option provides other benefits, such as additional game actions or an advantage (e.g., additional units, additional damage-dealing, additional defense ability, or any suitable combination thereof) in a counter-attack.
0104<figref idref="DRAWINGS">FIG. 12</figref> is a flowchart illustrating operations of the client system <b>130</b> or the game networking system <b>120</b><i>b </i>in performing a method <b>1200</b> of having a player recover from an attack by another player, according to some example embodiments. Operations in the method <b>1200</b> may be performed by the client system <b>130</b> or the game networking system <b>120</b><i>b</i>, using modules described above with respect to <figref idref="DRAWINGS">FIG. 3</figref>. As shown in <figref idref="DRAWINGS">FIG. 12</figref>, the method <b>1200</b> includes operations <b>1210</b>, <b>1220</b>, <b>1230</b>, <b>1240</b>, and <b>1250</b>.
0105In operation <b>1210</b>, an area to attack is displayed to a first player in a UI by the display module <b>360</b> (<figref idref="DRAWINGS">FIG. 3A</figref>). In some example embodiments, the UI allows the first player to select attacking units, locations within the area to attack, or both.
0106In operation <b>1220</b>, a command from the first player to attack a second player with one or more units is received by the communications module <b>340</b>. In some example embodiments, the first player and the second player are members of opposing guilds. A guild may be a formal or informal organization of players, organized by the game or organized by the players.
0107In operation <b>1230</b>, the communications module <b>340</b> notifies the second player of the attack. In some example embodiments, the second player is currently playing the game, and the notification is presented by the display module <b>330</b> as a UI element within the game. In some example embodiments, the second player is notified by a push notification, displayed to the user via the push notification framework of the user's client system <b>130</b>. The second player may be notified before the attack begins, while the attack is in progress, after the attack is completed, or any suitable combination of these. As an example, the second player may be notified according to the method <b>1200</b> while the second player's guildmates or neighbors are notified according to the method <b>1300</b>, which is discussed below.
0108In operation <b>1240</b>, the communications module <b>340</b> receives a response to the attack by the second player. For example, the second player may choose to aid the first player in defending from the attack.
0109In operation <b>1250</b>, the game engine <b>320</b> mitigates the damage done to the second player in the attack. This mitigation may take the form of restoring destroyed units, healing damaged units, repairing damaged buildings, restoring destroyed buildings, replacing lost resources, or any suitable combination thereof. The mitigation may also take the form of adding friendly units to the battle, destroying attacking units, damaging attacking units, providing an offensive bonus, providing a defensive bonus, or any suitable combination thereof. The mitigation may be free, at a reduced price, available in greater amounts than normal (e.g., if there is normally a limit of purchasing 100 Copper per day, the limit may not apply, or may apply at a reduced rate, to Copper purchased in mitigation), or any suitable combination thereof. The amount of mitigation may be determined based on one or more elements of the user status, based on one or more elements of the status of a guild the user belongs to, based on one or more elements of the attacking player's status, based on one or more elements of the status of a guild the attacking player belongs to, based on the time taken by the user in responding to the notification, or any suitable combination thereof.
0110<figref idref="DRAWINGS">FIG. 13</figref> is a flowchart illustrating operations of the client system <b>130</b> or the game networking system <b>120</b><i>b </i>in performing a method <b>1300</b> of having a third player intervene in a battle between two players, according to some example embodiments. Operations in the method <b>1300</b> may be performed by the client system <b>130</b> or the game networking system <b>120</b><i>b</i>, using modules described above with respect to <figref idref="DRAWINGS">FIGS. 3A and 3B</figref>. As shown in <figref idref="DRAWINGS">FIG. 13</figref>, the method <b>1300</b> includes operations <b>1310</b>, <b>1320</b>, <b>1330</b>, <b>1340</b>, and <b>1350</b>.
0111In operation <b>1310</b>, an area to attack is displayed to a first player in a UI by the display module <b>360</b>. In some example embodiments, the UI allows the first player to select attacking units, locations within the area to attack, or both. In other example embodiments, the attacking units and locations to attack are automatically determined.
0112In operation <b>1320</b>, a command from the first player to attack a second player with one or more units is received by the communications module <b>340</b>. In some example embodiments, the first player and the second player are members of opposing guilds.
0113In operation <b>1330</b>, the communications module <b>340</b> notifies a third player of the attack. In some example embodiments, the third player is currently playing the game, and the notification is presented by the display module <b>330</b> as a UI element within the game. In some example embodiments, the third player is notified by a push notification, displayed to the user via the push notification framework of the user's client system <b>130</b>. In some example embodiments, the first player and the third player are members of the same guild, members of allied guilds, or both. In some example embodiments, the second player and third player are members of the same guild, members of allied guilds, or both.
0114In some example embodiments, players can communicate using a chat system. A chat system allows users to send text, audio, or video messages in real-time. In some example embodiments, the chat system allows users to send only text messages. The chat system may also be used by the communications module <b>340</b> to notify the third player of the attack. When the client system <b>130</b> receives the notification, the display module <b>330</b> may display the notification within the game UI. Messages within the chat system may be addressed to users using a user name and an IP address. To provide for different treatment of notification messages relative to ordinary chat messages, notification messages may be sent to the user's IP address with a different username. Alternatively or additionally, one or more of the data packets comprising the notification message may include a flag that indicates that the message is not for display in the UI of the chat system. The player's response to the notification may be sent back using the chat system, or using the communication method used for other game commands.
0115In operation <b>1340</b>, the communications module <b>340</b> receives an intervention in the attack by the third player. In some example embodiments, the third player intervenes on behalf of the first player. In some example embodiments, the third player intervenes on behalf of the second player.
0116In operation <b>1350</b>, the game engine <b>350</b> or the intervention module <b>380</b> adds one or more units to the battle. The units may be taken from the third player, generated based on one or more characteristics of the third player, or both. The units may be added to the attacking forces or the defending forces. In some example embodiments, rather than adding units to the battle, another type of advantage is given to the first or second player. For example, units of the aided player may deal additional damage, take less damage, move more quickly, or any suitable combination thereof. The type of advantage conferred may be based on a characteristic of the aiding player, a characteristic of the aided player, a characteristic of the attacking player, a characteristic of the aiding player's guild, a characteristic of the attacking player's guild, or any suitable combination thereof. For example, an aiding player may select an option of the type of aid to provide in a particular battle. As another example, an aiding player may research a technology that changes the type of aid provided.
0117According to various example embodiments, one or more of the methodologies described herein may facilitate aiding allies in a game. Moreover, one or more of the methodologies described herein may facilitate keeping players involved in the game even when not playing.
0118When these effects are considered in aggregate, one or more of the methodologies described herein may obviate a need for certain efforts or resources that otherwise would be involved in responding to attacks in a game. Efforts expended by a user in protecting his player character or aiding his guildmates may be reduced by one or more of the methodologies described herein. Computing resources used by one or more machines, databases, or devices (e.g., within the system <b>100</b>) may similarly be reduced. Examples of such computing resources include processor cycles, network traffic, memory usage, data storage capacity, power consumption, and cooling capacity.
Data Flow
0119<figref idref="DRAWINGS">FIG. 14</figref> illustrates an example data flow between the components of system <b>1400</b>. In particular embodiments, system <b>1400</b> can include client system <b>1430</b>, social networking system <b>1420</b><i>a</i>, and game networking system <b>1420</b><i>b</i>. The components of system <b>1400</b> 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 <b>1430</b>, social networking system <b>1420</b><i>a</i>, and game networking system <b>1420</b><i>b </i>can each have one or more corresponding data stores such as local data store <b>1425</b>, social data store <b>1445</b>, and game data store <b>1465</b>, respectively. Social networking system <b>1420</b><i>a </i>and game networking system <b>1420</b><i>b </i>can also have one or more servers that can communicate with client system <b>1430</b> over an appropriate network. Social networking system <b>1420</b><i>a </i>and game networking system <b>1420</b><i>b </i>can have, for example, one or more internet servers for communicating with client system <b>1430</b> via the Internet. Similarly, social networking system <b>1420</b><i>a </i>and game networking system <b>1420</b><i>b </i>can have one or more mobile servers for communicating with client system <b>1430</b> 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 <b>1430</b> over both the Internet and a mobile network. In other embodiments, separate servers can be used.
0120Client system <b>1430</b> can receive and transmit data <b>1423</b> to and from game networking system <b>1420</b><i>b</i>. Data <b>1423</b> 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 <b>1420</b><i>b </i>can communicate data <b>1443</b>, <b>1447</b> (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 <b>1420</b><i>a </i>(e.g., Facebook, Myspace, etc.). Client system <b>1430</b> can also receive and transmit data <b>1427</b> to and from social networking system <b>1420</b><i>a</i>. Data <b>1427</b> can include, for example, webpages, messages, social graph information, social network displays, HTTP packets, data requests, transaction information, updates, and other suitable data.
0121Communication between client system <b>1430</b>, social networking system <b>1420</b><i>a</i>, and game networking system <b>1420</b><i>b </i>can occur over any appropriate electronic communication medium or network using any suitable communications protocols. For example, client system <b>1430</b>, 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.
0122In addition, hosts or end-systems described herein may use a variety of higher layer communications protocols, including client-server (or request-response) protocols such as the HyperText Transfer Protocol (HTTP); other communications protocols, such as HTTP-S, FTP, SNMP, TELNET, and a number of other protocols, may be used. In addition, a server in one interaction context may be a client in another interaction context. In particular embodiments, the information transmitted between hosts may be formatted as HyperText Markup Language (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.
0123In 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.
0124In 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 <b>1420</b><i>b</i>, the BLOB containing the game state for the instance corresponding to the player can be transmitted to client system <b>1430</b> 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 <b>1430</b> 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 <b>1420</b><i>b</i>. Game networking system <b>1420</b><i>b </i>may itself operate by retrieving a copy of the BLOB from a database or an intermediate memory cache (memcache) layer. Game networking system <b>1420</b><i>b </i>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 <b>1420</b><i>b </i>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.
0125With a client-server environment in which the online games may run, one server system, such as game networking system <b>1420</b><i>b</i>, may support multiple client systems <b>1430</b>. At any given time, there may be multiple players at multiple client systems <b>1430</b> 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 <b>1430</b>, and multiple client systems <b>1430</b> may transmit multiple player inputs and/or game events to game networking system <b>1420</b><i>b </i>for further processing. In addition, multiple client systems <b>1430</b> may transmit other types of application data to game networking system <b>1420</b><i>b. </i>
0126In 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 <b>1430</b>. As an example and not by way of limitation, a client application downloaded to client system <b>1430</b> 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 <b>1420</b><i>a</i>. This disclosure contemplates using any suitable application for the retrieval and rendering of structured documents hosted by any suitable network-addressable resource or website.
0127Application 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 <b>1430</b>, either caused by an action of a game player or by the game logic itself, client system <b>1430</b> may need to inform game networking system <b>1420</b><i>b </i>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 <b>1400</b> is discussed in reference to updating a multi-player online game hosted on a network-addressable system (such as, for example, social networking system <b>1420</b><i>a </i>or game networking system <b>1420</b><i>b</i>), where an instance of the online game is executed remotely on a client system <b>1430</b>, 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 <b>1430</b>.
0128In 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 <b>1430</b> may include a Flash client. The Flash client may be configured to receive and run Flash application or game object code from any suitable networking system (such as, for example, social networking system <b>1420</b><i>a </i>or game networking system <b>1420</b><i>b</i>). In particular embodiments, the Flash client may be run in a browser client executed on client system <b>1430</b>. A player can interact with Flash objects using client system <b>1430</b> 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 make various changes and updates to the associated Flash objects. In particular embodiments, in-game actions can be initiated by clicking or similarly interacting with a Flash object that represents a particular in-game object. For example, a player can interact with a Flash object to use, move, rotate, delete, attack, shoot, or harvest an in-game object. This disclosure contemplates performing any suitable in-game action by interacting with any suitable Flash object. In particular embodiments, when the player makes a change to a Flash object representing an in-game object, the client-executed game logic may update one or more game state parameters associated with the in-game object. To ensure synchronization between the Flash object shown to the player at client system <b>1430</b>, the Flash client may send the events that caused the game state changes to the in-game object to game networking system <b>1420</b><i>b</i>. 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 <b>1420</b><i>b </i>based on server loads or other factors. For example, client system <b>1430</b> may send a batch file to game networking system <b>1420</b><i>b </i>whenever <b>50</b> updates have been collected or after a threshold period of time, such as every minute.
0129As 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 <b>1430</b>. In particular embodiments, the batch file may be a text file and the name-value pairs may be in string format.
0130In particular embodiments, when a player plays an online game on client system <b>1430</b>, game networking system <b>1420</b><i>b </i>may serialize all the game-related data, including, for example and without limitation, game states, game events, user inputs, for this particular user and this particular game into a BLOB and stores the BLOB in a database. The BLOB may be associated with an identifier that indicates that the BLOB contains the serialized game-related data for a particular player and a particular online game. In particular embodiments, while a player is not playing the online game, the corresponding BLOB may be stored in the database. This enables a player to stop playing the game at any time without losing the current state of the game the player is in. When a player resumes playing the game next time, game networking system <b>1420</b><i>b </i>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 <b>1420</b><i>b </i>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.
0131<figref idref="DRAWINGS">FIG. 15</figref> is a block diagram illustrating data structures in example embodiments. Shown are data packets <b>1500</b> and <b>1550</b>, with data elements <b>1510</b> -<b>1540</b> and <b>1560</b>-<b>1580</b>, respectively.
0132The data packet <b>1500</b> is an example command data packet used to communicate between a game client and a game server. The source <b>1510</b> indicates the source of the command <b>1530</b>. For example, players in the game may have unique 32-bit identifiers. The source <b>1510</b> may be a 32-bit value containing the unique identifier for the player generating the command <b>1530</b>. The target <b>1520</b> may be a 32-bit value containing the unique identifier for the target of the command <b>1530</b>. For example, if the command <b>1530</b> is an attack command, the target <b>1520</b> may indicate the target of the attack. As another example, if the command <b>1530</b> is a command to give aid, the target <b>1520</b> may indicate the recipient of the aid. The parameter <b>1540</b> contains additional information for the processing of the command <b>1530</b>. Multiple parameters <b>1540</b> may be present. For example, in an attack, the parameters <b>1540</b> may indicate the number and types of units dedicated to the attack. As another example, when aid is given, the parameters <b>1540</b> may indicate the amount and type of aid given.
0133The data packet <b>1550</b> is an example chat data packet used to communicate between a game client and a game server. The source <b>1560</b> and target <b>1570</b> may correspond to the source <b>1510</b> and target <b>1520</b> discussed above. The message <b>1580</b> contains a text string. The text string may be an ASCII string, a unicode string, or in some other character format. The text string may be compressed or uncompressed. The message <b>1580</b> may contain additional information, such as formatting information (e.g., bold text, italicized text, highlighted text, font size, color, and so on). A data packet <b>1550</b> may be addressed to a player, for display to the player. A data packet <b>1550</b> may be addressed to a game instance, for processing by the game instance. For example, the target <b>1570</b> may have one value for the player and a separate value for the player's game instance. As another example, the target <b>1570</b> may have the same value for the player and the player's game instance, but special characters in the message <b>1580</b> may be used to identify the packet <b>1550</b> as destined for processing by the player's game instance.
0134In some example embodiments, a game instance uses a data packet <b>1500</b> to communicate commands entered by the player to the game server and to communicate asynchronous data sent by the game server to the player. In these example embodiments, the game server may use a data packet <b>1550</b> to communicate synchronous data to the player. For example, to trigger a pop-up window in the game interface based on a real-time event, a data packet <b>1550</b> may be sent to the player or the player's game instance. The response to the pop-up window may be sent using a data packet <b>1500</b> or a data packet <b>1550</b>.
Systems and Methods
0135In 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).
0136Particular embodiments may operate in a wide area network environment, such as the Internet, including multiple network addressable systems. <figref idref="DRAWINGS">FIG. 16</figref> illustrates an example network environment <b>1600</b>, in which various example embodiments may operate. Network cloud <b>1660</b> generally represents one or more interconnected networks, over which the systems and hosts described herein can communicate. Network cloud <b>1660</b> 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 <figref idref="DRAWINGS">FIG. 16</figref> illustrates, particular embodiments may operate in a network environment <b>1600</b> comprising one or more networking systems, such as social networking system <b>1620</b><i>a</i>, game networking system <b>1620</b><i>b</i>, and one or more client systems <b>1630</b>. The components of social networking system <b>1620</b><i>a </i>and game networking system <b>1620</b><i>b </i>operate analogously; as such, hereinafter they may be referred to simply as networking system <b>1620</b>. Client systems <b>1630</b> are operably connected to the network environment <b>1600</b> via a network service provider, a wireless carrier, or any other suitable means.
0137Networking system <b>1620</b> is a network addressable system that, in various example embodiments, comprises one or more physical servers <b>1622</b> and data stores <b>1624</b>. The one or more physical servers <b>1622</b> are operably connected to network cloud <b>1660</b> via, by way of example, a set of routers and/or networking switches <b>1626</b>. In an example embodiment, the functionality hosted by the one or more physical servers <b>1622</b> may include web or HTTP servers, 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), Hyper Text Markup Language (HTML), Extensible Markup Language (XML), Java, JavaScript, Asynchronous JavaScript and XML (AJAX), Flash, ActionScript, and the like.
0138Physical servers <b>1622</b> may host functionality directed to the operations of networking system <b>1620</b>. Hereinafter servers <b>1622</b> may be referred to as server <b>1622</b>, although server <b>1622</b> may include numerous servers hosting, for example, networking system <b>1620</b>, as well as other content distribution servers, data stores, and databases. Data store <b>1624</b> may store content and data relating to, and enabling, operation of networking system <b>1620</b> as digital data objects. A data object, in particular embodiments, is an item of digital information typically stored or embodied in a data file, database, or record. Content objects may take many forms, including: text (e.g., ASCII, SGML, HTML), images (e.g., jpeg, tif and gif), graphics (vector-based or bitmap), audio, video (e.g., mpeg), or other multimedia, and combinations thereof. Content object data may also include executable code objects (e.g., games executable within a browser window or frame), podcasts, etc. Logically, data store <b>1624</b> 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 <b>1624</b> may generally include one or more of a large class of data storage and management systems. In particular embodiments, data store <b>1624</b> 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 <b>1624</b> includes one or more servers, databases (e.g., MySQL), and/or data warehouses. Data store <b>1624</b> may include data associated with different networking system <b>1620</b> users and/or client systems <b>1630</b>.
0139Client system <b>1630</b> is generally a computer or computing device including functionality for communicating (e.g., remotely) over a computer network. Client system <b>1630</b> 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 <b>1630</b> 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 <b>1630</b> to enter addresses of specific network resources to be retrieved, such as resources hosted by networking system <b>1620</b>. 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.
0140A 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 the Hypertext Markup Language (HTML). Other common web browser-supported languages and technologies include the Extensible Markup Language (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.
0141When a user at a client system <b>1630</b> desires to view a particular webpage (hereinafter also referred to as target structured document) hosted by networking system <b>1620</b>, the user's web browser, or other document rendering engine or suitable client application, formulates and transmits a request to networking system <b>1620</b>. 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 system <b>1630</b>. The request may also include location information identifying a geographic location of the user's client system <b>1630</b> or a logical network location of the user's client system <b>1630</b>. The request may also include a timestamp identifying when the request was transmitted.
0142Although the example network environment <b>1600</b> described above and illustrated in <figref idref="DRAWINGS">FIG. 16</figref> is described with respect to social networking system <b>1620</b><i>a </i>and game networking system <b>1620</b><i>b</i>, this disclosure encompasses any suitable network environment using any suitable systems. As an example and not by way of limitation, a 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.
0143<figref idref="DRAWINGS">FIG. 17</figref> illustrates an example computing system architecture, which may be used to implement a server <b>1622</b> or a client system <b>1630</b>. In one embodiment, hardware system <b>1700</b> comprises a processor <b>1702</b>, a cache memory <b>1704</b>, and one or more executable modules and drivers, stored on a tangible computer readable medium, directed to the functions described herein. Additionally, hardware system <b>1700</b> may include a high performance input/output (I/O) bus <b>1706</b> and a standard I/O bus <b>1708</b>. A host bridge <b>1710</b> may couple processor <b>1702</b> to high performance I/O bus <b>1706</b>, whereas I/O bus bridge <b>1712</b> couples the two buses <b>1706</b> and <b>1708</b> to each other. A system memory <b>1714</b> and one or more network/communication interfaces <b>1716</b> may couple to bus <b>1706</b>. Hardware system <b>1700</b> may further include video memory (not shown) and a display device coupled to the video memory. Mass storage <b>1718</b> and I/O ports <b>1720</b> may couple to bus <b>1708</b>. Hardware system <b>1700</b> may optionally include a keyboard, a pointing device, and a display device (not shown) coupled to bus <b>1708</b>. 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.
0144The elements of hardware system <b>1700</b> are described in greater detail below. In particular, network interface <b>1716</b> provides communication between hardware system <b>1700</b> and any of a wide range of networks, such as an Ethernet (e.g., IEEE 802.3) network, a backplane, etc. Mass storage <b>1718</b> provides permanent storage for the data and programming instructions to perform the above-described functions implemented in servers <b>1622</b>, whereas system memory <b>1714</b> (e.g., DRAM) provides temporary storage for the data and programming instructions when executed by processor <b>1702</b>. I/O ports <b>1720</b> are one or more serial and/or parallel communication ports that provide communication between additional peripheral devices, which may be coupled to hardware system <b>1700</b>.
0145Hardware system <b>1700</b> may include a variety of system architectures and various components of hardware system <b>1700</b> may be rearranged. For example, cache memory <b>1704</b> may be on-chip with processor <b>1702</b>. Alternatively, cache memory <b>1704</b> and processor <b>1702</b> may be packed together as a “processor module,” with processor <b>1702</b> being referred to as the “processor core.” Furthermore, certain embodiments of the present disclosure may neither require nor include all of the above components. For example, the peripheral devices shown coupled to standard I/O bus <b>1708</b> may couple to high performance I/O bus <b>1706</b>. In addition, in some embodiments, only a single bus may exist, with the components of hardware system <b>1700</b> being coupled to the single bus. Furthermore, hardware system <b>1700</b> may include additional components, such as additional processors, storage devices, or memories.
0146An operating system manages and controls the operation of hardware system <b>1700</b>, 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 <b>1700</b> and the hardware components of the system <b>1700</b>. 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® Windows® 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.
0147Furthermore, 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.
0148As used herein, the term “memory” refers to a machine-readable medium able to store data temporarily or permanently and may be taken to include, but not be limited to, random-access memory (RAM), read-only memory (ROM), buffer memory, flash memory, and cache memory. While the data store <b>1624</b> is an example of a machine-readable medium and is shown in an example embodiment to be a single medium, the term “machine-readable medium” should be taken to include a single medium or multiple media (e.g., a centralized or distributed database, or associated caches and servers) able to store instructions. The term “machine-readable medium” shall also be taken to include any medium, or combination of multiple media, that is capable of storing instructions for execution by a machine (e.g., hardware system <b>1700</b>), such that the instructions, when executed by one or more processors of the machine (e.g., processor <b>1702</b>), cause the machine to perform any one or more of the methodologies described herein. Accordingly, a “machine-readable medium” refers to a single storage apparatus or device, as well as “cloud-based” storage systems or storage networks that include multiple storage apparatus or devices. The term “machine-readable medium” shall accordingly be taken to include, but not be limited to, one or more data repositories in the form of a solid-state memory, an optical medium, a magnetic medium, or any suitable combination thereof.
0149Throughout this specification, plural instances may implement components, operations, or structures described as a single instance. Although individual operations of one or more methods are illustrated and described as separate operations, one or more of the individual operations may be performed concurrently, and nothing requires that the operations be performed in the order illustrated. Structures and functionality presented as separate components in example configurations may be implemented as a combined structure or component. Similarly, structures and functionality presented as a single component may be implemented as separate components. These and other variations, modifications, additions, and improvements fall within the scope of the subject matter herein.
0150Certain embodiments are described herein as including logic or a number of components, modules, or mechanisms. Modules may constitute either software modules (e.g., code embodied on a machine-readable medium or in a transmission signal) or hardware modules. A “hardware module” is a tangible unit capable of performing certain operations and may be configured or arranged in a certain physical manner. In various example embodiments, one or more computer systems (e.g., a standalone computer system, a client computer system, or a server computer system) or one or more hardware modules of a computer system (e.g., a processor or a group of processors) may be configured by software (e.g., an application or application portion) as a hardware module that operates to perform certain operations as described herein.
0151In some embodiments, a hardware module may be implemented mechanically, electronically, or any suitable combination thereof. For example, a hardware module may include dedicated circuitry or logic that is permanently configured to perform certain operations. For example, a hardware module may be a special-purpose processor, such as a field programmable gate array (FPGA) or an ASIC. A hardware module may also include programmable logic or circuitry that is temporarily configured by software to perform certain operations. For example, a hardware module may include software encompassed within a general-purpose processor or other programmable processor. It will be appreciated that the decision to implement a hardware module mechanically, in dedicated and permanently configured circuitry, or in temporarily configured circuitry (e.g., configured by software) may be driven by cost and time considerations.
0152Accordingly, the phrase “hardware module” should be understood to encompass a tangible entity, be that an entity that is physically constructed, permanently configured (e.g., hardwired), or temporarily configured (e.g., programmed) to operate in a certain manner or to perform certain operations described herein. As used herein, “hardware-implemented module” refers to a hardware module. Considering embodiments in which hardware modules are temporarily configured (e.g., programmed), each of the hardware modules need not be configured or instantiated at any one instance in time. For example, where a hardware module comprises a general-purpose processor configured by software to become a special-purpose processor, the general-purpose processor may be configured as respectively different special-purpose processors (e.g., comprising different hardware modules) at different times. Software may accordingly configure a processor, for example, to constitute a particular hardware module at one instance of time and to constitute a different hardware module at a different instance of time.
0153Hardware modules can provide information to, and receive information from, other hardware modules. Accordingly, the described hardware modules may be regarded as being communicatively coupled. Where multiple hardware modules exist contemporaneously, communications may be achieved through signal transmission (e.g., over appropriate circuits and buses) between or among two or more of the hardware modules. In embodiments in which multiple hardware modules are configured or instantiated at different times, communications between such hardware modules may be achieved, for example, through the storage and retrieval of information in memory structures to which the multiple hardware modules have access. For example, one hardware module may perform an operation and store the output of that operation in a memory device to which it is communicatively coupled. A further hardware module may then, at a later time, access the memory device to retrieve and process the stored output. Hardware modules may also initiate communications with input or output devices, and can operate on a resource (e.g., a collection of information).
0154The various operations of example methods described herein may be performed, at least partially, by one or more processors that are temporarily configured (e.g., by software) or permanently configured to perform the relevant operations. Whether temporarily or permanently configured, such processors may constitute processor-implemented modules that operate to perform one or more operations or functions described herein. As used herein, “processor-implemented module” refers to a hardware module implemented using one or more processors.
0155Similarly, the methods described herein may be at least partially processor-implemented, a processor being an example of hardware. For example, at least some of the operations of a method may be performed by one or more processors or processor-implemented modules. Moreover, the one or more processors may also operate to support performance of the relevant operations in a “cloud computing” environment or as a “software as a service” (SaaS). For example, at least some of the operations may be performed by a group of computers (as examples of machines including processors), with these operations being accessible via a network (e.g., the Internet) and via one or more appropriate interfaces (e.g., an application program interface (API)).
0156The performance of certain of the operations may be distributed among the one or more processors, not only residing within a single machine, but deployed across a number of machines. In some example embodiments, the one or more processors or processor-implemented modules may be located in a single geographic location (e.g., within a home environment, an office environment, or a server farm). In other example embodiments, the one or more processors or processor-implemented modules may be distributed across a number of geographic locations.
0157Some portions of the subject matter discussed herein may be presented in terms of algorithms or symbolic representations of operations on data stored as bits or binary digital signals within a machine memory (e.g., a computer memory). Such algorithms or symbolic representations are examples of techniques used by those of ordinary skill in the data processing arts to convey the substance of their work to others skilled in the art. As used herein, an “algorithm” is a self-consistent sequence of operations or similar processing leading to a desired result. In this context, algorithms and operations involve physical manipulation of physical quantities. Typically, but not necessarily, such quantities may take the form of electrical, magnetic, or optical signals capable of being stored, accessed, transferred, combined, compared, or otherwise manipulated by a machine. It is convenient at times, principally for reasons of common usage, to refer to such signals using words such as “data,” “content,” “bits,” “values,” “elements,” “symbols,” “characters,” “terms,” “numbers,” “numerals,” or the like. These words, however, are merely convenient labels and are to be associated with appropriate physical quantities.
0158Unless specifically stated otherwise, discussions herein using words such as “processing,” “computing,” “calculating,” “determining,” “presenting,” “displaying,” or the like may refer to actions or processes of a machine (e.g., a computer) that manipulates or transforms data represented as physical (e.g., electronic, magnetic, or optical) quantities within one or more memories (e.g., volatile memory, non-volatile memory, or any suitable combination thereof), registers, or other machine components that receive, store, transmit, or display information. Furthermore, unless specifically stated otherwise, the terms “a” or “an” are herein used, as is common in patent documents, to include one or more than one instance. Finally, as used herein, the conjunction “or” refers to a non-exclusive “or,” unless specifically stated otherwise.
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Numbers
- Publication
- 20140364237
- Publication, DOCDB
- 2014364237
- Publication, EPODOC
- US2014364237
- Application
- 14271849
- Application, DOCDB
- 201414271849
- Application, EPODOC
- US201414271849
Titles
- English
- MULTIPLAYER NETWORK GAME NOTIFICATIONS
Classification
- CPC, 4
- A63F13/5375
- A63F13/00
- A63F13/87
- A63F13/335
- IPC, 3
- A63F13 5375
- A63F13 335
- A63F13 87
- USPC, 1
- 463040000