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公开(公告)号:US09220977B1
公开(公告)日:2015-12-29
申请号:US13218885
申请日:2011-08-26
申请人: Daniel McCaffrey , Kevin Lee , Kenneth Rudin , Yan Zhang , Ananda Ghosh
发明人: Daniel McCaffrey , Kevin Lee , Kenneth Rudin , Yan Zhang , Ananda Ghosh
CPC分类号: A63F13/235 , A63F13/10 , A63F13/12 , A63F13/35 , A63F13/795 , A63F13/87 , A63F2300/535 , A63F2300/556 , G06Q50/01 , H04L51/32 , H04L65/403 , H04L67/10 , H04L67/22 , H04L67/306
摘要: An optimized friend recommendation system is described. An active social network (ASN) of a player of an online game is determined based on a frequency of reciprocated communications between the player and friends of the player. The ASN of the player has friends of the player with a minimum number of closed-loop communications with the player within a predetermined duration. The social network of non-ASN friends outside the ASN of the player is identified. One or more non-ASN friends identified and suggested to socially engage with the player in an online game based on the social network of non-ASN friends of the player outside the ASN of the player are.
摘要翻译: 描述了优化的朋友推荐系统。 基于玩家的玩家和朋友之间往复通信的频率来确定在线游戏玩家的主动社交网络(ASN)。 播放器的ASN具有在预定持续时间内与播放器的最小数量的闭环通信的播放器的朋友。 确定了ASN以外的非ASN朋友的社交网络。 根据玩家ASN外的玩家的非ASN朋友的社交网络,识别并建议一个或多个非ASN朋友与在线游戏中的玩家进行社交互动。
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公开(公告)号:US08898252B2
公开(公告)日:2014-11-25
申请号:US13244851
申请日:2011-09-26
申请人: Daniel McCaffrey , Kevin A. Lee , Kenneth Rudin , Yan Zhang , Ananda Ghosh
发明人: Daniel McCaffrey , Kevin A. Lee , Kenneth Rudin , Yan Zhang , Ananda Ghosh
CPC分类号: A63F13/235 , A63F13/10 , A63F13/12 , A63F13/35 , A63F13/795 , A63F13/87 , A63F2300/535 , A63F2300/556 , G06Q50/01 , H04L51/32 , H04L65/403 , H04L67/10 , H04L67/22 , H04L67/306
摘要: Social network information of a player of a computer-implemented game is accessed to identify non-active players from the social network information. The non-active players each have a minimum number of unreciprocated communications with the player within a time duration. A recommendation of the recommended players is generated to the player based on the non-active players.
摘要翻译: 访问计算机实现的游戏的玩家的社交网络信息以从社交网络信息识别非活动玩家。 非活动玩家每个在持续时间内具有与玩家的最小数量的无通信通信。 基于非活动玩家,向玩家生成推荐玩家的推荐。
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公开(公告)号:US08943133B2
公开(公告)日:2015-01-27
申请号:US13244840
申请日:2011-09-26
申请人: Daniel McCaffrey , Kevin A. Lee , Kenneth Rudin , Yan Zhang , Ananda Ghosh
发明人: Daniel McCaffrey , Kevin A. Lee , Kenneth Rudin , Yan Zhang , Ananda Ghosh
CPC分类号: A63F13/235 , A63F13/10 , A63F13/12 , A63F13/35 , A63F13/795 , A63F13/87 , A63F2300/535 , A63F2300/556 , G06Q50/01 , H04L51/32 , H04L65/403 , H04L67/10 , H04L67/22 , H04L67/306
摘要: Social network information of a player of a computer-implemented game is accessed to analyze a social interaction of the player with other players from the social network information to recommend other players of the social network of the player to further communicate with. A recommendation of other players is generated to the player based on a frequency of the social interaction. A selection of players from the recommendation is received from the player. A communication message is generated to the selected players.
摘要翻译: 访问计算机实现的游戏的玩家的社交网络信息以从社交网络信息分析玩家与其他玩家的社交交互,以推荐玩家的社交网络的其他玩家进一步进行通信。 基于社交互动的频率,向玩家产生其他玩家的推荐。 从玩家那里收到推荐的玩家选择。 向所选择的玩家生成通信消息。
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公开(公告)号:US08938499B2
公开(公告)日:2015-01-20
申请号:US13244846
申请日:2011-09-26
申请人: Daniel McCaffrey , Kevin A. Lee , Kenneth Rudin , Yan Zhang , Ananda Ghosh
发明人: Daniel McCaffrey , Kevin A. Lee , Kenneth Rudin , Yan Zhang , Ananda Ghosh
CPC分类号: A63F13/235 , A63F13/10 , A63F13/12 , A63F13/35 , A63F13/795 , A63F13/87 , A63F2300/535 , A63F2300/556 , G06Q50/01 , H04L51/32 , H04L65/403 , H04L67/10 , H04L67/22 , H04L67/306
摘要: Social network information of a player of a computer-implemented game is accessed to identify active players from the social network information. The active players each have a minimum number of reciprocated communications with the player within a time range. A recommendation of players is generated to the player based on the identified active players.
摘要翻译: 访问计算机实现的游戏的玩家的社交网络信息以从社交网络信息识别活动玩家。 活动玩家每个在一段时间内具有与玩家的往复通信的最小数量。 基于所识别的活动玩家,向玩家生成玩家的推荐。
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公开(公告)号:US08984064B2
公开(公告)日:2015-03-17
申请号:US13244813
申请日:2011-09-26
申请人: Girish Keswani , Jim Baer , Kenneth Rudin , Daniel McCaffrey
发明人: Girish Keswani , Jim Baer , Kenneth Rudin , Daniel McCaffrey
CPC分类号: A63F13/235 , A63F13/10 , A63F13/12 , A63F13/35 , A63F13/795 , A63F13/87 , A63F2300/535 , A63F2300/556 , G06Q50/01 , H04L51/32 , H04L65/403 , H04L67/10 , H04L67/22 , H04L67/306
摘要: A communication analysis system for an online game is described. A communication history among players of the online game is retrieved. Communication tracking metrics are generated based on the communication history of the players of the online game. A retention analysis is performed with the communication tracking metrics to determine retention of players of the online game. A retention recommendation is generated based on the retention analysis.
摘要翻译: 描述用于在线游戏的通信分析系统。 检索在线游戏的玩家之间的沟通历史。 基于在线游戏的玩家的通信历史生成通信跟踪指标。 使用通信跟踪指标执行保留分析,以确定在线游戏玩家的保留。 基于保留分析生成保留建议。
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公开(公告)号:US20130005476A1
公开(公告)日:2013-01-03
申请号:US13244813
申请日:2011-09-26
申请人: Girish Keswani , Jim Baer , Kenneth Rudin , Daniel McCaffrey
发明人: Girish Keswani , Jim Baer , Kenneth Rudin , Daniel McCaffrey
IPC分类号: A63F9/24
CPC分类号: A63F13/235 , A63F13/10 , A63F13/12 , A63F13/35 , A63F13/795 , A63F13/87 , A63F2300/535 , A63F2300/556 , G06Q50/01 , H04L51/32 , H04L65/403 , H04L67/10 , H04L67/22 , H04L67/306
摘要: A communication analysis system for an online game is described. A communication history among players of the online game is retrieved. Communication tracking metrics are generated based on the communication history of the players of the online game. A retention analysis is performed with the communication tracking metrics to determine retention of players of the online game. A retention recommendation is generated based on the retention analysis.
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