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公开(公告)号:US11602688B2
公开(公告)日:2023-03-14
申请号:US17147995
申请日:2021-01-13
申请人: Zynga Inc.
发明人: Shane Hall , Dylan Sproule , Ben Hall , Timothy J. O. Catlin , Jason Paul Allen , Clayton Rhodes Stark
IPC分类号: A63F13/85 , A63F13/50 , A63F13/795 , A63F13/335
摘要: A system, machine-readable storage medium storing at least one program, and a computer-implemented method for providing reciprocation of game asset gifts from a player is provided. A notification of a game asset of a first player that is available to a plurality of players is sent from a game server to the plurality of players. The notification is sent through a web feed in a game user interface of each player of the plurality of players. A first response requesting the game asset of the first player is received from a second web feed in a second game user interface of a second player in response to the notification. The game asset is provided to a second account of the second player in response to the first response.
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公开(公告)号:US20220249950A1
公开(公告)日:2022-08-11
申请号:US17730925
申请日:2022-04-27
申请人: Zynga Inc.
发明人: Luke Dicken , Johnathan Pagnutti , Yang Wen
IPC分类号: A63F13/5372 , A63F13/60 , A63F13/63
摘要: A game management system provides a generator interface that enables an operator to trigger automated generation by a content generator of a game event based on operator input values. These values include a particular predefined group or cluster of players for whom the game event is to be tailored or customized based on multidimensional parametric player model data. Additional parameters for which operator input mechanisms are provided by the generator interface include respective target values for a target metric (e.g., a difficulty level) for each of a plurality of game levels that are together to form a game event.
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公开(公告)号:US20220226730A1
公开(公告)日:2022-07-21
申请号:US17713862
申请日:2022-04-05
申请人: Zynga Inc.
发明人: Luke Dicken , Johnathan Pagnutti , Yang Wen
IPC分类号: A63F13/5372 , A63F13/60 , A63F13/63
摘要: A game management system provides a generator interface that enables an operator to trigger automated generation by a content generator of a game event based on operator input values. These values include respective target values for a target metric (e.g., a difficulty level) for each of a plurality of game levels that are together to form the game event. In addition, the generator interface in some examples enables the operator to selectively vary the particular number of game levels that are together to form the game event, via an event sizing mechanism provided by the generator interface. A particular predefined group or cluster of players for whom the game event is to be tailored or customized based on multidimensional parametric player model data can also be selected in the interface.
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公开(公告)号:US11376504B2
公开(公告)日:2022-07-05
申请号:US16896763
申请日:2020-06-09
申请人: Zynga Inc.
IPC分类号: A63F13/825 , A63F13/65 , A63F13/822 , A63F13/85 , A63F13/79 , H04L67/131 , A63F13/216 , A63F13/795 , A63F13/50
摘要: A method of changing a virtual world of a computer-implemented game based on real-world locations of players of the computer-implemented game is disclosed. A presence of a player of the computer-implemented game is detected at a physical location. A presence of an additional player of the computer-implemented game is detected at the physical location based on a communication received from the player of the computer-implemented game. An aspect of the virtual world of the computer-implemented game is changed based on the detecting of the presence of the player at the physical location and the detecting of the presence of the additional player of the computer-implemented game at the physical location.
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公开(公告)号:US11291915B1
公开(公告)日:2022-04-05
申请号:US16948496
申请日:2020-09-21
申请人: Zynga Inc.
发明人: Luke Dicken , Johnathan Pagnutti , Yang Wen
摘要: A game management system is configured for automated analysis of player behavior regarding traversal of different screens and options in a game application (as opposed to exclusively gameplay behavior) and to generate an automated estimation or inference about one or more psychological aspects of player behavior, such as motivation for game engagement and/or emotional states at different stages of interaction. The results of such analysis are automatically parametrized and included in a multidimensional parametric player model that informs player clustering and/or automated customization of game content.
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公开(公告)号:US20220088474A1
公开(公告)日:2022-03-24
申请号:US17027448
申请日:2020-09-21
申请人: Zynga Inc.
发明人: Luke Dicken , Johnathan Pagnutti , Yang Wen
摘要: A game server generates a set of game content items for a designated game. The set of game content items is customized for one or more user accounts based on numerical values from a player model representing the one or more user accounts. The player model is generated based on previous in-game behavior of the one or more user accounts while playing the designated game. The game server forecasts, using the player model, a sequence of user actions of the one or more user accounts during gameplay of the designated game with the generated set of game content items. The sequence of user actions represents a prediction of in-game user interaction with the set of game content items. The game server computes a set of metrics associated with gameplay of the one or more user accounts represented by the player model in the designated game.
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公开(公告)号:US11278805B2
公开(公告)日:2022-03-22
申请号:US16700642
申请日:2019-12-02
申请人: Zynga Inc.
发明人: Hans Wolters , Jim Baer , Girish Keswani
IPC分类号: A63F13/50 , A63F13/795
摘要: A method and a system for predicting churn of a player of an online game is described. Online engagements of a group of players of the online game are monitored during a churn prediction model training period. Online engagement scores for the group of players are computed within a periodic number of days within the churn model training period. A weighted exponential moving average of the online engagement scores of the group of players of the online game is computed during the churn model training period. The weighted exponential moving average is used to determine an online engagement threshold value of a churn prediction model for the online game. The online engagement threshold value is applied to a weighted exponential moving average of a player during an observation period to determine a churn probability of the player within a prediction period.
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公开(公告)号:US11183022B2
公开(公告)日:2021-11-23
申请号:US16823279
申请日:2020-03-18
申请人: Zynga Inc.
发明人: Kin Hang Chan
IPC分类号: G07F17/32
摘要: A game server is configured to implement a multiplayer online computer-implemented game that provides an inflationary economy system which allows for growth in a player's in-game virtual currency with an increase in game level or experience, while attenuating the in-game purchasing power by concomitantly inflating virtual currency value of predefined inflationary features. The inflationary features include rewards or winnings available by the player pursuant to gameplay success. Players at different inflationary levels can compete in-game for a common reward or jackpot, but a virtual currency value of the reward is denominated differently at different inflation levels.
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公开(公告)号:US20210101074A1
公开(公告)日:2021-04-08
申请号:US16595831
申请日:2019-10-08
申请人: Zynga Inc.
IPC分类号: A63F13/2145 , A63F13/537 , G06F3/0488 , G09G5/377 , G06F3/0482 , G06F3/0484
摘要: A swipe input mechanism for a computer-implemented game presented on a touchscreen allows for user-selection of different menu options by swipe gestures in different directions via a swipe menu dedicated to receiving such swipe input. In a third person shooter game or a first-person shooter game user-selection of different character abilities are enabled via the swipe menu. The swipe menu is a floating user interface element that auto-adjusts its on-screen position to register with the position of user touch.
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公开(公告)号:US10937277B2
公开(公告)日:2021-03-02
申请号:US16566094
申请日:2019-09-10
申请人: Zynga Inc.
IPC分类号: G07F17/32
摘要: A system and method provide automated guild-dependent variation of in-game capabilities available to player in an computer-implemented game. An in-game capability is made available to the player in inter-guild competitive gameplay, for example comprising an object-specific ability associated with the game object, such as a collectible card. A value for a variable attribute of the in-game capability is dynamically adjusted based at least in part on one or more guild metrics for an associated guild of which the player is a member. The one or more guild metrics may include guild size and activity levels of guild members.
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