METHOD AND SYSTEM FOR MATCHMAKING CONNECTIONS WITHIN A GAMING SOCIAL NETWORK
    2.
    发明申请
    METHOD AND SYSTEM FOR MATCHMAKING CONNECTIONS WITHIN A GAMING SOCIAL NETWORK 有权
    用于在游戏社交网络中匹配连接的方法和系统

    公开(公告)号:US20130165234A1

    公开(公告)日:2013-06-27

    申请号:US13560838

    申请日:2012-07-27

    IPC分类号: A63F13/12

    摘要: Techniques for recommending and establishing connections between users within a gaming social network, designed for connecting users having common gaming interests or characteristics. Embodiments include methods for recommending connections from members of an out-of-game social network, the gaming social network, and gaming activity participants; evaluating user profile information and user characteristics in a gaming social network and gaming activity in a game networking system to determine an appropriate set of connections for a selected user; and presenting graphical user interface content and configurations to enable the suggestion, review, and accepting of recommended connections in the gaming social network.

    摘要翻译: 用于建议和建立游戏社交网络内的用户之间的连接的技术,其设计用于连接具有共同游戏兴趣或特征的用户。 实施例包括用于推荐来自游戏外社交网络的成员,游戏社交网络和游戏活动参与者的连接的方法; 评估游戏社交网络中的用户简档信息和用户特征以及游戏网络系统中的游戏活动,以确定所选择的用户的适当的连接集合; 并呈现图形用户界面内容和配置,以便能够建议,审查和接受游戏社交网络中推荐的连接。

    RULES-BASED ENGINE FOR CROSS-PROMOTION PLATFORM
    4.
    发明申请
    RULES-BASED ENGINE FOR CROSS-PROMOTION PLATFORM 有权
    用于交叉推广平台的基于规则的发动机

    公开(公告)号:US20130324259A1

    公开(公告)日:2013-12-05

    申请号:US13793637

    申请日:2013-03-11

    IPC分类号: A63F13/12

    摘要: A system and computer-implemented method for cross-promoting electronic games is provided. First and second electronic game databases are configured to store first and second game user attributes relating to first and second electronic game, respectively. An aggregator database is coupled to the first and second electronic game databases and is configured to store a first game user attribute, associated with the user and relating to a first electronic game, and user data of a user of the first electronic game. A processor is coupled to the aggregator database and configured to automatically associate a second game user attribute to the user according to a predetermined rule based on at least one of the first game user attribute stored in the aggregator database and the user data. The second game user attribute associated to the user by the processor is stored in the aggregator database.

    摘要翻译: 提供了一种用于交叉推广电子游戏的系统和计算机实现的方法。 第一和第二电子游戏数据库被配置为分别存储与第一和第二电子游戏相关的第一和第二游戏用户属性。 聚合器数据库耦合到第一和第二电子游戏数据库,并且被配置为存储与用户相关联并且涉及第一电子游戏的第一游戏用户属性和第一电子游戏的用户的用户数据。 处理器耦合到聚合器数据库,并且被配置为基于存储在聚合器数据库中的至少一个第一游戏用户属性和用户数据,根据预定规则自动地将第二游戏用户属性关联到用户。 由处理器与用户相关联的第二游戏用户属性被存储在聚合器数据库中。

    REAL TIME ANALYTICS VIA STREAM PROCESSING
    7.
    发明申请
    REAL TIME ANALYTICS VIA STREAM PROCESSING 审中-公开
    实时分析通过流程处理

    公开(公告)号:US20130339473A1

    公开(公告)日:2013-12-19

    申请号:US13829119

    申请日:2013-03-14

    IPC分类号: H04L12/863

    CPC分类号: H04L47/62 H04L49/90 H04L67/22

    摘要: Real time analytics via stream processing is described. A stream reader receives a stream of messages and batches the messages in a message queue. A stream writer accesses the messages from the message queue, aggregates the messages from a time window based on a hierarchy of an attribute to generate a set of event data for the time window, stores the set of event data in a memory cache cluster, and stores a key corresponding to the set of event data in a key buffer queue. A stream aggregator accesses the key from the key buffer queue, retrieves the set of data in the time window corresponding to the key from the memory cache cluster, and performs a process on the retrieved set of data.

    摘要翻译: 描述通过流处理的实时分析。 流读取器接收消息流并在消息队列中分批消息。 流写入器从消息队列访问消息,基于属性的层次结构从时间窗口聚合消息以生成时间窗口的事件数据集,将事件数据集存储在存储器高速缓存集群中,以及 将与该组事件数据相对应的密钥存储在密钥缓冲器队列中。 流聚合器从密钥缓冲区队列中访问密钥,从存储器缓存集群中检索对应于密钥的时间窗口中的数据集,并对检索到的数据集进行处理。