U.S. Pat. No. 11,590,424

SYSTEMS AND METHODS FOR DETERMINING GAME LEVEL ATTRIBUTES BASED ON PLAYER SKILL LEVEL PRIOR TO GAME PLAY IN THE LEVEL

AssigneeZynga Inc.

Issue DateMarch 30, 2021

Illustrative Figure

Abstract

A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein for a System Tuner for customizing a player's experience. The System Tuner calculates a player skill level for a player. The System Tuner modifies at least one attribute of a second game level based on the player skill level prior to game play of the player in the second game level. The System Tuner detects game play of the player in the second game level. The System Tuner identifies a difference between a current rate of progression of the player and a reference rate of progression. The System Tuner triggers the modified attribute of the second game according to an extent of the difference between the current rate of progression and the reference rate of progression.

Description

DETAILED DESCRIPTION A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein to determine a player skill level of a player based at least on the player's performance in a first level and to modify an attribute(s) of a second level of a game based at least one the player skill level. In the following description, for purposes of explanation, numerous specific details are set forth in order to provide a thorough understanding of example embodiments. It will be evident, however, to one skilled in the art that the present technology may be practiced without these specific details. A System Tuner calculates a reference rate of progression for each of a plurality of game levels of a game. The reference rate of progression for a particular game level is based at least on game moves of a plurality of players in that particular game level. The reference rate of progression rate of progression represents an optimal player experience in the particular game level. The System Tuner calculates a player skill level for a player based at least on a plurality of game moves in a first game level completed by the player. The System Tuner modifies at least one attribute of a second game level based on the player skill level prior to game play of the player in the second game level. The System Tuner detects game play of the player in the second game level. The System Tuner identifies a difference between a current rate of progression of the player through the second game level and a reference rate of progression for the second game level. The System Tuner triggers the modified attribute of the second game according to an extent of the difference between the current rate of progression and the reference ...

DETAILED DESCRIPTION

A system, a machine-readable storage medium storing instructions, and a computer-implemented method are described herein to determine a player skill level of a player based at least on the player's performance in a first level and to modify an attribute(s) of a second level of a game based at least one the player skill level. In the following description, for purposes of explanation, numerous specific details are set forth in order to provide a thorough understanding of example embodiments. It will be evident, however, to one skilled in the art that the present technology may be practiced without these specific details.

A System Tuner calculates a reference rate of progression for each of a plurality of game levels of a game. The reference rate of progression for a particular game level is based at least on game moves of a plurality of players in that particular game level. The reference rate of progression rate of progression represents an optimal player experience in the particular game level.

The System Tuner calculates a player skill level for a player based at least on a plurality of game moves in a first game level completed by the player. The System Tuner modifies at least one attribute of a second game level based on the player skill level prior to game play of the player in the second game level. The System Tuner detects game play of the player in the second game level. The System Tuner identifies a difference between a current rate of progression of the player through the second game level and a reference rate of progression for the second game level. The System Tuner triggers the modified attribute of the second game according to an extent of the difference between the current rate of progression and the reference rate of progression. By triggering the modified attribute, the System Tuner manipulates a level of difficulty experienced by the player in the second game level in order to assure that the player progresses through the second game level according to the reference rate of progression.

In various embodiments, the System Tuner monitors activities of a player within a game in order to continuously calculate and update a skill level for each player (“player skill level” or “PSL”) as the player progresses between levels of the game. In some embodiments, a game level allows the player a finite number of game moves in order to complete the game level. In other embodiments, a game move can be an action performed by the player. While the player is playing the game level, the System Tuner compares the player's progress in the game level against a reference rate of progress for the game level.

The reference rate of progress is continuously calculated and updated by the System Tuner and is based on game-related data that describes the game performance of a plurality of players. The reference rate of progress represents an ideal rate of progression for any player towards the end of the game level and/or towards an in-level purchase decision (such as an in-level transaction offer). As the System Tuner detects that the player's progression in the game level is better than the reference rate of progress, the System Tuner triggers features and attributes of the game level that increase the difficulty of the game level. As the System Tuner detects that the player's progression in the game level is worse than the reference rate of progress, the System Tuner triggers features and attributes of the game level that decrease the difficulty of the game level.

The game level attributes and features the System Tuner can trigger are determined according to the player's PSL before the player initiates game play in the game level. Upon detecting completion of a game level by the player, the System Tuner updates the player's PSL based on the player's performance in the recently-completed game level and utilizes the updated PSL to determine attributes and features of the next game level the player will play.

In a game in which the player must select letters in order to form words, the player is assigned a tile bag prior to entering into a game level. A tile bag represents all the possible letters that can be made available to the player as the player submits game moves in the level. The System Tuner adjusts the letter composition of the tile bag for a particular game level according to the PSL before the player begins game play in the particular game level. If the player's PSL is high, meaning that the player is a highly-skilled player, the System Tuner will utilize the high PSL to generate a letter composition of the tile bag that includes more consonants than vowels. If the player's PSL is low, meaning that the player is a low-skilled player, the System Tuner will utilize the low PSL to generate a letter composition of the tile bag that includes more vowels than consonants. It is understood that, in various embodiments, the System Tuner utilizes the PSL to determine a letter composition of a tile bag beyond merely determining the number of consonants and the number of vowels. The System Tuner can utilize the PSL to determine a particular amount of a type of letter (such as “X” or “Z”) to be included in the tile bag.

The System Tuner also utilizes the PSL to determine other attributes and features of a particular game level before the player begins game play in the particular game level. In various embodiments, the System Tuner determines aspects of in-level features, such as a length of a meter that measures the player's progress towards receiving a bonus reward. For example, the System Tuner generates a longer meter for players with high PSLs and a shorter meter of players with low PSLs. The System Tuner can also determine a drop rate (or a drop rate range) for letters based on the PSL. For example, the System Tuner determines a drop rate that defines how often a particular type of letter(s) will appear as being available for selection by the player as the player selects letters during game play in the level. In another example, a drop rate can define how often a particular type of in-level game obstacle is presented to the player.

In various embodiments, a PSL for each respective player of the game is calculated by the System Tuner based on how the player's in-game performance compares against a reference performance measurement. The calculation of the PSL by the System Tuner can be based on various attributes of the player's in-game actions, decisions, and/or performance in the game (or in one or more game levels). In some embodiments, the PSL is based at least on an extent of a difference between a player's actual number of attempts at achieving a goal defined in a previous level and a reference number of attempts for the goal. For example, the player's PSL can be increased by the System Tuner if the player's number of actual attempts to progress through a particular game level is less than a reference number of expected attempts for that particular game level. In another example, the player's PSL can be decreased by the System Tuner if the player's number of actual attempts to progress through the particular game level is more than the reference number of expected attempts for that particular game level. In some embodiments, the PSL is based at least on an extent of a difference between a player's pattern of use of virtual objects that provide bonus points and a reference pattern of use of bonus virtual objects.

The PSL can be increased or decreased by the System Tuner due at least to an extent of a difference between an actual amount of the player's game play time and a reference amount of game play time. The PSL can be increased or decreased by the System Tuner due at least to an extent of a difference between an actual number of game points earned by the player and a reference number of game points. The PSL can be increased or decreased by the System Tuner due at least to an extent of a difference between a frequency of patterns of virtual objects selected by a player and a reference frequency of patterns of selected virtual objects. For example, the player's PSL can be based at least on a difference between an average length of words selected by the player and a reference average length of words.

In various embodiments in a game, where a game move requires the identification of a sequence or grouping of matching virtual objects in order to eliminate the matching virtual objects, the game may provide additional objects that assist in the identification and collection of the matching virtual objects. For example, the game may provide an additional object (e.g. a barrel) into which a particular type of virtual object can be dragged and dropped. Once the drag and drop action is complete, all other matching instances of that particular type of virtual object will be eliminated from the current state of the game. The System Tuner can modify how often the additional object (e.g. the barrel) appears in the game based at least on the PSL. In addition, an opportunity for a transaction to purchase the additional object can be based at least on the PSL.

Also, the System Tuner can modify how often an opportunity for a transaction to purchase bundles of packages of real or virtual goods occurs based at least on the PSL. The types of real or virtual goods offered in the transaction can also be based at least on the PSL. In other embodiments, an additional object provided by the System Tuner based on the PSL can assist on elimination of various type of virtual objects, such as the elimination of matching instances of a type of virtual objects, elimination of a column (or row) of non-matching virtual objects, elimination of a particular number of non-matching (or matching) virtual objects.

As the player progresses through the second game level, the System Tuner calculates a current rate of progression through the second game level of the player. The System Tuner compares the player's current rate of progression to the reference rate of progression for the second game level. The System Tuner determines an extent of a difference between the current rate of progression and a reference rate of progression.

If the player's current rate of progression is higher than the reference rate of progression, the System Tuner triggers modified attributes of the second game level that will slow the player's progression through the second game level such that the current rate of progression becomes aligned with the reference rate of progression. Such modified attributes to slow the player's progression include, for example, in-level hazards and game moves that require a level of player skill above the player's PSL.

If the player's current rate of progression is lower than the reference rate of progression, the System Tuner triggers modified attributes of the second game level that will assist the player's progression through the second game level such that the current rate of progression becomes aligned with the reference rate of progression. Such modified attributes to slow the player's progression include, for example, in-level bonus moves and game moves that require a level of player skill below the player's PSL.

It is understood that various embodiments include the generation of one or more modules that comprise source code that, when compiled by a computing device(s), creates object code that causes the computing device(s) to perform one or more operations described herein. In other embodiments, any of the modules comprise object code that causes the computing device(s) to perform various operations described herein.

Other embodiments include the generation of one or more modules that comprise source code that, when compiled by a client computing device(s), creates object code that causes the client computing device(s) to perform one or more operations described herein in communication with a server computing devices(s). In other embodiments, any of the modules comprise object code that causes the client computing device(s) to perform various operations described herein in communication with the server computing devices(s).

Other embodiments include the generation of one or more modules that comprise source code that, when compiled by a server computing device(s), creates object code that causes the server computing device(s) to perform one or more operations described herein in communication with one or more client computing devices. In other embodiments, any of the modules comprise object code that causes the server computing device(s) to perform various operations described herein in communication with the one or more client computing devices.

Social Network Systems and Game Networking Systems

FIG.1illustrates an example of a system for implementing various disclosed embodiments. In particular embodiments, system100comprises player101, social networking system120a, game networking system120b(i.e. online gaming system), client system130, and network160. The components of system100can be connected to each other in any suitable configuration, using any suitable type of connection. The components may be connected directly or over a network160, which may be any suitable network. For example, one or more portions of network160may 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.

Social networking system120a(i.e. social network system) is a network-addressable computing system that can host one or more social graphs. Social networking system120acan generate, store, receive, and transmit social networking data. Social networking system120acan be accessed by the other components of system100either directly or via network160. Game networking system120bis a network-addressable computing system that can host one or more online games. Game networking system120bcan 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 system120bcan be accessed by the other components of system100either directly or via network160. Player101may use client system130to access, send data to, and receive data from social networking system120aand game networking system120b. Client system130can access social networking system120aor game networking system120bdirectly, via network160, or via a third-party system. As an example and not by way of limitation, client system130may access game networking system120bvia social networking system120a. Client system130can be any suitable computing device, such as a personal computer, laptop, cellular phone, smart phone, computing tablet, etc.

AlthoughFIG.1illustrates a particular number of players101, social network systems120a, game networking systems120b, client systems130, and networks160, this disclosure contemplates any suitable number of players101, social network systems120a, game networking systems120b, client systems130, and networks160. As an example and not by way of limitation, system100may include one or more game networking systems120band no social networking systems120a. As another example and not by way of limitation, system100may include a system that comprises both social networking system120aand game networking system120b. Moreover, althoughFIG.1illustrates a particular arrangement of player101, social networking system120a, game networking system120b, client system130, and network160, this disclosure contemplates any suitable arrangement of player101, social networking system120a, game networking system120b, client system130, and network160.

The components of system100may be connected to each other using any suitable connections110. For example, suitable connections110include 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 connections110each 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. Connections110need not necessarily be the same throughout system100. One or more first connections110may differ in one or more respects from one or more second connections110. AlthoughFIG.1illustrates particular connections between player101, social networking system120a, game networking system120b, client system130, and network160, this disclosure contemplates any suitable connections between player101, social networking system120a, game networking system120b, client system130, and network160. As an example and not by way of limitation, in particular embodiments, client system130may have a direct connection to social networking system120aor game networking system120b, bypassing network160.

Online Games and Game Systems

Game Networking Systems

In 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 player101controls 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.

An online game can be hosted by game networking system120b(i.e. online gaming system), which includes a Notification Generator150that performs operations according to embodiments as described herein. The game networking system120bcan be accessed using any suitable connection with a suitable client system130. A player may have a game account on game networking system120b, wherein the game account can contain a variety of information associated with the player (e.g., the player's personal information, financial information, purchase history, player character state, game state). In some embodiments, a player may play multiple games on game networking system120b, which may maintain a single game account for the player with respect to all the games, or multiple individual game accounts for each game with respect to the player. In some embodiments, game networking system120bcan assign a unique identifier to each player101of an online game hosted on game networking system120b. Game networking system120bcan determine that a player101is accessing the online game by reading the user's cookies, which may be appended to HTTP requests transmitted by client system130, and/or by the player101logging onto the online game.

In particular embodiments, player101may access an online game and control the game's progress via client system130(e.g., by inputting commands to the game at the client device). Client system130can display the game interface, receive inputs from player101, transmitting 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 system130, social networking system120a, or game networking system120b). As an example and not by way of limitation, client system130can download client components of an online game, which are executed locally, while a remote game server, such as game networking system120b, provides backend support for the client components and may be responsible for maintaining application data of the game, processing the inputs from the player, updating and/or synchronizing the game state based on the game logic and each input from the player, and transmitting instructions to client system130. As another example and not by way of limitation, each time player101provides an input to the game through the client system130(such as, for example, by typing on the keyboard or clicking the mouse of client system130), the client components of the game may transmit the player's input to game networking system120b.

Storing Game-Related Data

A database may store any data relating to game play within a game networking system120b. The database may include database tables for storing a player game state that may include information about the player's virtual gameboard, the player's character, or other game-related information. For example, player game state may include virtual objects owned or used by the player, placement positions for virtual structural objects in the player's virtual gameboard, and the like. Player game state may also include in-game obstacles of tasks for the player (e.g., new obstacles, current obstacles, completed obstacles, etc.), the player's character attributes (e.g., character health, character energy, amount of coins, amount of cash or virtual currency, etc.), and the like.

The database may also include database tables for storing a player profile that may include user-provided player information that is gathered from the player, the player's client device, or an affiliate social network. The user-provided player information may include the player's demographic information, the player's location information (e.g., a historical record of the player's location during game play as determined via a GPS-enabled device or the internet protocol (IP) address for the player's client device), the player's localization information (e.g., a list of languages chosen by the player), the types of games played by the player, and the like.

In some example embodiments, the player profile may also include derived player information that may be determined from other information stored in the database. The derived player information may include information that indicates the player's level of engagement with the virtual game, the player's friend preferences, the player's reputation, the player's pattern of game-play, and the like. For example, the game networking system120bmay determine the player's friend preferences based on player attributes that the player's first-degree friends have in common, and may store these player attributes as friend preferences in the player profile. Furthermore, the game networking system120bmay determine reputation-related information for the player based on user-generated content (UGC) from the player or the player's Nthdegree friends (e.g., in-game messages or social network messages), and may store this reputation-related information in the player profile. The derived player information may also include information that indicates the player's character temperament during game play, anthropological measures for the player (e.g., tendency to like violent games), and the like.

In some example embodiments, the player's level of engagement may be indicated from the player's performance within the virtual game. For example, the player's level of engagement may be determined based on one or more of the following: a play frequency for the virtual game or for a collection of virtual games; an interaction frequency with other players of the virtual game; a response time for responding to in-game actions from other players of the virtual game; and the like.

In some example embodiments, the player's level of engagement may include a likelihood value indicating a likelihood that the player may perform a desired action. For example, the player's level of engagement may indicate a likelihood that the player may choose a particular environment, or may complete a new challenge within a determinable period of time from when it is first presented to him.

In some example embodiments, the player's level of engagement may include a likelihood that the player may be a leading player of the virtual game (a likelihood to lead). The game networking system120bmay determine the player's likelihood to lead value based on information from other players that interact with this player. For example, the game networking system120bmay determine the player's likelihood to lead value by measuring the other players' satisfaction in the virtual game, measuring their satisfaction from their interaction with the player, measuring the game-play frequency for the other players in relation to their interaction frequency with the player (e.g., the ability for the player to retain others), and/or the like.

The game networking system120bmay also determine the player's likelihood to lead value based on information about the player's interactions with others and the outcome of these interactions. For example, the game networking system120bmay determine the player's likelihood to lead value by measuring the player's amount of interaction with other players (e.g., as measured by a number of challenges that the player cooperates with others, and/or an elapsed time duration related thereto), the player's amount of communication with other players, the tone of the communication sent or received by the player, and/or the like. Moreover, the game networking system120bmay determine the player's likelihood to lead value based on determining a likelihood for the other players to perform a certain action in response to interacting or communicating with the player and/or the player's virtual environment.

Game Systems, Social Networks, and Social Graphs:

In an online multiplayer game, players may control player characters (PCs), a game engine controls non-player characters (NPCs) and game features, and the game engine also manages player character state and game state and tracks the state for currently active (i.e., online) players and currently inactive (i.e., offline) players. A player character can have a set of attributes and a set of friends associated with the player character. As used herein, the term “player character state” can refer to any in-game characteristic of a player character, such as location, assets, levels, condition, health, status, inventory, skill set, name, orientation, affiliation, specialty, and so on. Player characters may be displayed as graphical avatars within a user interface of the game. In other implementations, no avatar or other graphical representation of the player character is displayed. Game state encompasses the notion of player character state and refers to any parameter value that characterizes the state of an in-game element, such as a non-player character, a virtual object (such as a wall or castle), etc. The game engine may use player character state to determine the outcome of game events, sometimes also considering set or random variables. Generally, a player character's probability of having a more favorable outcome is greater when the player character has a better state. For example, a healthier player character is less likely to die in a particular encounter relative to a weaker player character or non-player character. In some embodiments, the game engine can assign a unique client identifier to each player.

In particular embodiments, player101may 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 players101can 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 players101and one or more in-game objects controlled by the game engine. When accessing an online game, the game engine may allow player101to select a particular game instance to play from a plurality of game instances. Alternatively, the game engine may automatically select the game instance that player101will access. In particular embodiments, an online game comprises only one game instance that all players101of the online game can access.

In particular embodiments, a specific game instance may be associated with one or more specific players. A game instance is associated with a specific player when one or more game parameters of the game instance are associated with the specific player. As an example and not by way of limitation, a game instance associated with a first player may be named “First Player's Play Area.” This game instance may be populated with the first player's 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.

In particular embodiments, a game engine can interface with a social graph. Social graphs are models of connections between entities (e.g., individuals, users, contacts, friends, players, player characters, non-player characters, businesses, groups, associations, concepts, etc.). These entities are considered “users” of the social graph; as such, the terms “entity” and “user” may be used interchangeably when referring to social graphs herein. A social graph can have a node for each entity and edges to represent relationships between entities. A node in a social graph can represent any entity. In particular embodiments, a unique client identifier can be assigned to each user in the social graph. This disclosure assumes that at least one entity of a social graph is a player or player character in an online multiplayer game, though this disclosure any suitable social graph users.

The minimum number of edges required to connect a player (or player character) to another user is considered the degree of separation between them. For example, where the player and the user are directly connected (one edge), they are deemed to be separated by one degree of separation. The user would be a so-called “first-degree friend” of the player. Where the player and the user are connected through one other user (two edges), they are deemed to be separated by two degrees of separation. This user would be a so-called “second-degree friend” of the player. Where the player and the user are connected through N edges (or N−1 other users), they are deemed to be separated by N degrees of separation. This user would be a so-called “Nth-degree friend.” As used herein, the term “friend” means only first-degree friends, unless context suggests otherwise.

Within the social graph, each player (or player character) has a social network. A player's social network includes all users in the social graph within Nmaxdegrees of the player, where Nm is the maximum degree of separation allowed by the system managing the social graph (such as, for example, social networking system120aor game networking system120b). In one embodiment, Nmaxequals 1, such that the player's social network includes only first-degree friends. In another embodiment, Nmaxis unlimited and the player's social network is coextensive with the social graph.

In particular embodiments, the social graph is managed by game networking system120b, which is managed by the game operator. In other embodiments, the social graph is part of a social networking system120amanaged by a third-party (e.g., Facebook, Friendster, Myspace). In yet other embodiments, player101has a social network on both game networking system120band social networking system120a, wherein player101can have a social network on the game networking system120bthat is a subset, superset, or independent of the player's social network on social networking system120a. In such combined systems, game network system120bcan 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 system120a, game networking system120b, or both.

FIG.2shows an example of a social network within a social graph. As shown, Player201can be associated, connected or linked to various other users, or “friends,” within the social network250. These associations, connections or links can track relationships between users within the social network250and 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 network250will be described in relation to Player201. As used herein, the terms “player,” “user” and “account” can be used interchangeably and can refer to any user or character in an online game networking system or social networking system. As used herein, the term “friend” can mean any node within a player's social network.

As shown inFIG.2, Player201has direct connections with several friends. When Player201has a direct connection with another individual, that connection is referred to as a first-degree friend. In social network250, Player201has two first-degree friends. That is, Player201is directly connected to Friend 11211and Friend 21221. In a social graph, it is possible for individuals to be connected to other individuals through their first-degree friends (i.e., friends of friends). As described above, each edge required to connect a player to another user is considered the degree of separation. For example,FIG.2shows that Player201has three second-degree friends to which he is connected via his connection to his first-degree friends. Second-degree Friend 12212and Friend 22222are connected to Player201via his first-degree Friend 11211. The limit on the depth of friend connections, or the number of degrees of separation for associations, that Player201is allowed is typically dictated by the restrictions and policies implemented by social networking system120a.

In various embodiments, Player201can have Nth-degree friends connected to him through a chain of intermediary degree friends as indicated inFIG.2. For example, Nth-degree Friend 1N219is connected to Player201via second-degree Friend 32232and one or more other higher-degree friends. Various embodiments may take advantage of and utilize the distinction between the various degrees of friendship relative to Player201.

In particular embodiments, a player (or player character) can have a social graph within an online multiplayer game that is maintained by the game engine and another social graph maintained by a separate social networking system.FIG.2depicts an example of in-game social network260and out-of-game social network250. In this example, Player201has out-of-game connections255to a plurality of friends, forming out-of-game social network250. Here, Friend 11211and Friend 21221are first-degree friends with Player201in his out-of-game social network250. Player201also has in-game connections265to a plurality of players, forming in-game social network260. Here, Friend 21221, Friend 31231, and Friend 41241are first-degree friends with Player201in his in-game social network260. In some embodiments, it is possible for a friend to be in both the out-of-game social network250and the in-game social network260. Here, Friend 21221has both an out-of-game connection255and an in-game connection265with Player201, such that Friend 21221is in both Player201's in-game social network260and Player201's out-of-game social network250.

As with other social networks, Player201can have second-degree and higher-degree friends in both his in-game and out of game social networks. In some embodiments, it is possible for Player201to have a friend connected to him both in his in-game and out-of-game social networks, wherein the friend is at different degrees of separation in each network. For example, if Friend 22222had a direct in-game connection with Player201, Friend 22222would be a second-degree friend in Player201's out-of-game social network, but a first-degree friend in Player201's in-game social network. In particular embodiments, a game engine can access in-game social network260, out-of-game social network250, or both.

In particular embodiments, the connections in a player's in-game social network can be formed both explicitly (e.g., users must “friend” each other) and implicitly (e.g., system observes user behaviors and “friends” users to each other). Unless otherwise indicated, reference to a friend connection between two or more players can be interpreted to cover both explicit and implicit connections, using one or more social graphs and other factors to infer friend connections. The friend connections can be unidirectional or bidirectional. It is also not a limitation of this description that two players who are deemed “friends” for the purposes of this disclosure are not friends in real life (i.e., in disintermediated interactions or the like), but that could be the case.

FIG.3is a block diagram illustrating components of a game networking system, according to some example embodiments. The game networking system120bincludes a player skill level module310, an attribute modification module320, a current rate of progression module330, a reference rate of progression module340and a modified attribute trigger module350.

In various example embodiments, the player skill level module310, is a hardware-implemented module that controls, manages and stores information related to calculating and updating a respective player skill level for one or more players.

In various example embodiments, the attribute modification module320is a hardware-implemented module that controls, manages and stores information related to modifying and updating one or more features and one or more attributes of a game level(s) according to one or more player skill levels.

In various example embodiments, the current rate of progression module330is a hardware-implemented module that controls, manages and stores information related to calculating a particular player's rate of progression through a game level based on the various actions, decisions, game moves and earned points of the particular player.

In various example embodiments, the reference rate of progression module340is a hardware-implemented module that controls, manages and stores information related to related to calculating a range for an optimal rate of progression through a game level based on the various actions, decisions, game moves and earned points of a plurality of players.

In various example embodiments, the modified attribute trigger module350is a hardware-implemented module that controls, manages and stores information related to triggering use of a modified attribute in a game level based on an extent of a difference between a current rate of progression and a reference rate of progression.

The modules310-350are configured to communicate with each other (e.g., via a bus, shared memory, or a switch). Any one or more of the modules310-350described herein may be implemented using hardware (e.g., one or more processors of a machine) or a combination of hardware and software. For example, any module described herein may configure a processor (e.g., among one or more processors of a machine) 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.

FIG.4is a flowchart400showing an example method of triggering a modified attribute in a game level, according to some example embodiments. Flowchart400illustrates operations of a server-side System Tuner.

At operation404, the System Tuner generates a trigger module to cause a client computing device to trigger use of a modified attribute of a second game level according to an extent of a difference between a current rate of progression and a reference rate of progression.

At operation406, the System Tuner calculates a PSL for a first player based at least on a plurality of game moves in a first game level completed by the first player. The PSL indicates a skill level of the first player based on the first player's past performance in various levels of the game and/or various levels of a plurality of games.

At operation408, the System Tuner calculates a reference rate of progression through the second game level based on a plurality of game moves in the second game level of a plurality of players. The System Tuner receives game-related data associated with the performance of each of a plurality of players who have previously played the second game. Based on the game-related data, the System Tuner calculates a range for a reference rate of progression which represents an ideal user experience in the second game level.

At operation410, the System Tuner modifies one or more attributes of the second game level based on the PSL of the first player prior to game play of the first player in the second game level. The System Tuner receives an indication that the first player has completed the first game level. Prior to the first player entering the second game level, the System Tuner modifies one or more attributed and/or one or more features of the second game level according to the first player's PSL.

At operation412, the System Tuner sends to the client computing device the trigger module and one or more modified attributes of the second game level. The System Tuner receives a request from the client computing device for the trigger module and the System Tuner sends the trigger module to the client computing device. The client computing device installs the trigger module as part of a game running on the client computing device. The System Tuner also sends to the client computing device the attribute/feature modifications the System Tuner made to the second game level based on the PSL.

At operation414, the System Tuner receives from the client computing device data indicative of one or more game moves of the first player in the second game level.

At operation416, the System Tuner calculates the current rate of progression through the second game level of the first player based at least on the data indicative of one or more game moves of the first player.

At operation418, the System Tuner identifies a difference between the current rate of progression and the reference rate of progression.

At operation420, the System Tuner sends to the trigger module executing on the client computing device the difference between the current rate of progression and the reference rate of progression. Based on the extent of the difference between the current rate of progression and the reference rate of progression, the trigger module determines which modified feature and/or modified attribute of the second game level to be used in order to cause the first player's current rate of progression to be within the range of the reference rate of progression.

Data Flow

FIG.5illustrates an example data flow between the components of system500. In particular embodiments, system500can include client system530, social networking system120a(i.e. social network system), and game networking system120b(i.e. online game system system). The components of system500can 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 system530, social networking system120a, and game networking system120bbcan each have one or more corresponding data stores such as local data store535, social data store545, and game data store565, respectively. Social networking system120aand game networking system120bcan also have one or more servers that can communicate with client system530over an appropriate network. Social networking system120aand game networking system120bcan have, for example, one or more internet servers for communicating with client system530via the Internet. Similarly, social networking system120aand game networking system120bcan have one or more mobile servers for communicating with client system530via a mobile network (e.g., GSM, PCS, Wi-Fi, WPAN, etc.). In some embodiments, one server may be able to communicate with client system530over both the Internet and a mobile network. In other embodiments, separate servers can be used.

Client system530can receive and transmit data523to and from game networking system120b. This data 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 system120bcan communicate data543,547(e.g., game state information, game system account information, page info, messages, data requests, updates, etc.) with other networking systems, such as social networking system120a(e.g., Facebook, Myspace, etc.). Client system530can also receive and transmit data527to and from social networking system120a. This data can include, for example, webpages, messages, social graph information, social network displays, HTTP packets, data requests, transaction information, updates, and other suitable data.

Communication between client system530, social networking system120a, and game networking system120bcan occur over any appropriate electronic communication medium or network using any suitable communications protocols. For example, client system530, 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.

In addition, hosts or end-systems described herein may use a variety of higher layer communications protocols, including client-server (or request-response) protocols, such as the HyperText Transfer Protocol (HTTP) and other communications protocols, such as HTTPS, FTP, SNMP, TELNET, and a number of other protocols, may be used. In some embodiments, no protocol may be used and, instead, transfer of raw data may be utilized via TCP or User Datagram Protocol. 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.

In some client-server protocols, such as the use of HTML over HTTP, a server generally transmits a response to a request from a client. The response may comprise one or more data objects. For example, the response may comprise a first data object, followed by subsequently transmitted data objects. In particular embodiments, a client request may cause a server to respond with a first data object, such as an HTML page, which itself refers to other data objects. A client application, such as a browser, will request these additional data objects as it parses or otherwise processes the first data object.

In particular embodiments, an instance of an online game can be stored as a set of game state parameters that characterize the state of various in-game objects, such as, for example, player character state parameters, non-player character parameters, and virtual item parameters. In particular embodiments, game state is maintained in a database as a serialized, unstructured string of text data as a so-called Binary Large Object (BLOB). When a player accesses an online game on game networking system120b, the BLOB containing the game state for the instance corresponding to the player can be transmitted to client system530for 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 system530maintains 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 system120b. Game networking system120bmay itself operate by retrieving a copy of the BLOB from a database or an intermediate memory cache (memcache) layer. Game networking system120bcan 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 system120bmay 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.

With a client-server environment in which the online games may run, one server system, such as game networking system120b, may support multiple client systems530. At any given time, there may be multiple players at multiple client systems530all 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 systems530, and multiple client systems530may transmit multiple player inputs and/or game events to game networking system120bfor further processing. In addition, multiple client systems530may transmit other types of application data to game networking system120b.

In particular embodiments, a computed-implemented game may be a text-based or turn-based game implemented as a series of web pages that are generated after a player selects one or more actions to perform. The web pages may be displayed in a browser client executed on client system530. As an example and not by way of limitation, a client application downloaded to client system530may 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 system120a. This disclosure contemplates using any suitable application for the retrieval and rendering of structured documents hosted by any suitable network-addressable resource or website.

Application event data of a game is any data relevant to the game (e.g., player inputs). In particular embodiments, each application datum may have a name and a value, and the value of the application datum may change (i.e., be updated) at any time. When an update to an application datum occurs at client system530, either caused by an action of a game player or by the game logic itself, client system530may need to inform game networking system120bof 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, system500is discussed in reference to updating a multi-player online game hosted on a network-addressable system (such as, for example, social networking system120aor game networking system120b), where an instance of the online game is executed remotely on a client system530, 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 system530.

In 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 system530may 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 system120aor game networking system120b). In particular embodiments, the Flash client may be run in a browser client executed on client system530. A player can interact with Flash objects using client system530and 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 system530, the Flash client may send the events that caused the game state changes to the in-game object to game networking system120b. 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 system120bbased on server loads or other factors. For example, client system530may send a batch file to game networking system120bwhenever 50 updates have been collected or after a threshold period of time, such as every minute.

As used herein, the term “application event data” may refer to any data relevant to a computer-implemented game application that may affect one or more game state parameters, including, for example and without limitation, changes to player data or metadata, changes to player social connections or contacts, player inputs to the game, and events generated by the game logic. In particular embodiments, each application datum may have a name and a value. The value of an application datum may change at any time in response to the game play of a player or in response to the game engine (e.g., based on the game logic). In particular embodiments, an application data update occurs when the value of a specific application datum is changed. In particular embodiments, each application event datum may include an action or event name and a value (such as an object identifier). Thus, each application datum may be represented as a name-value pair in the batch file. The batch file may include a collection of name-value pairs representing the application data that have been updated at client system530. In particular embodiments, the batch file may be a text file and the name-value pairs may be in string format.

In particular embodiments, when a player plays an online game on client system530, game networking system120bmay 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 system120bmay 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 system120bmay also load the corresponding BLOB into a memory cache so that the game system may have faster access to the BLOB and the game-related data contained therein.

Systems and Methods

In particular embodiments, one or more described webpages may be associated with a networking system or networking service. However, alternate embodiments may have application to the retrieval and rendering of structured documents hosted by any type of network addressable resource or web site. Additionally, as used herein, a user may be an individual, a group, or an entity (such as a business or third party application).

FIG.6illustrates an example computing system architecture, which may be used to implement a server722or a client system730illustrated inFIG.7. In one embodiment, hardware system600comprises a processor602, a cache memory604, and one or more executable modules and drivers, stored on a tangible computer readable medium, directed to the functions described herein. Additionally, hardware system600may include a high performance input/output (I/O) bus606and a standard I/O bus608. A host bridge610may couple processor602to high performance U/O bus606, whereas I/O bus bridge612couples the two buses606and608to each other. A system memory614and one or more network/communication interfaces616may couple to bus606. Hardware system600may further include video memory (not shown) and a display device coupled to the video memory. Mass storage618and I/O ports620may couple to bus608. Hardware system600may optionally include a keyboard, a pointing device, and a display device (not shown) coupled to bus608. 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.

The elements of hardware system600are described in greater detail below. In particular, network interface616provides communication between hardware system600and any of a wide range of networks, such as an Ethernet (e.g., IEEE 802.3) network, a backplane, etc. Mass storage618provides permanent storage for the data and programming instructions to perform the above-described functions implemented in servers1022, whereas system memory614(e.g., DRAM) provides temporary storage for the data and programming instructions when executed by processor602. I/O ports620are one or more serial and/or parallel communication ports that provide communication between additional peripheral devices, which may be coupled to hardware system600.

Hardware system600may include a variety of system architectures and various components of hardware system600may be rearranged. For example, cache604may be on-chip with processor602. Alternatively, cache604and processor602may be packed together as a “processor module,” with processor602being referred to as the “processor core.” Furthermore, certain embodiments of the present disclosure may not require nor include all of the above components. For example, the peripheral devices shown coupled to standard I/O bus608may couple to high performance U/O bus606. In addition, in some embodiments, only a single bus may exist, with the components of hardware system600being coupled to the single bus. Furthermore, hardware system600may include additional components, such as additional processors, storage devices, or memories.

An operating system manages and controls the operation of hardware system600, including the input and output of data to and from software applications (not shown). The operating system provides an interface between the software applications being executed on the system and the hardware components of the system. Any suitable operating system may be used, such as the LINUX Operating System, the Apple Macintosh Operating System, available from Apple Computer Inc. of Cupertino, Calif., UNIX operating systems, Microsoft® 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. Particular embodiments may operate in a wide area network environment, such as the Internet, including multiple network addressable systems.

FIG.7illustrates an example network environment, in which various example embodiments may operate. Network cloud760generally represents one or more interconnected networks, over which the systems and hosts described herein can communicate. Network cloud760may include packet-based wide area networks (such as the Internet), private networks, wireless networks, satellite networks, cellular networks, paging networks, and the like. AsFIG.7illustrates, particular embodiments may operate in a network environment comprising one or more networking systems, such as social networking system120a, game networking system120b, and one or more client systems730. The components of social networking system120aand game networking system120boperate analogously; as such, hereinafter they may be referred to simply at networking system720. Client systems730are operably connected to the network environment via a network service provider, a wireless carrier, or any other suitable means.

Networking system120is a network addressable system that, in various example embodiments, comprises one or more physical servers722and data stores724. The one or more physical servers722are operably connected to computer network760via, by way of example, a set of routers and/or networking switches726. In an example embodiment, the functionality hosted by the one or more physical servers722may 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.

Physical servers722may host functionality directed to the operations of networking system720. Hereinafter servers722may be referred to as server722, although server722may include numerous servers hosting, for example, networking system720, as well as other content distribution servers, data stores, and databases. Data store724may store content and data relating to, and enabling, operation of networking system720as 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 store724corresponds 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 store724may generally include one or more of a large class of data storage and management systems. In particular embodiments, data store724may 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 store724includes one or more servers, databases (e.g., MySQL), and/or data warehouses. Data store724may include data associated with different networking system720users and/or client systems730.

Client system730is generally a computer or computing device including functionality for communicating (e.g., remotely) over a computer network. Client system730may 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 system730may 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 system730to enter addresses of specific network resources to be retrieved, such as resources hosted by networking system720. 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.

A webpage or resource embedded within a webpage, which may itself include multiple embedded resources, may include data records, such as plain textual information, or more complex digitally encoded multimedia content, such as software programs or other code objects, graphics, images, audio signals, videos, and so forth. One prevalent markup language for creating webpages is 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.

When a user at a client system730desires to view a particular webpage (hereinafter also referred to as target structured document) hosted by networking system720, the user's web browser, or other document Sequence Generator or suitable client application, formulates and transmits a request to networking system720. The request generally includes a URL or other document identifier as well as metadata or other information. By way of example, the request may include information identifying the user, such as a user ID, as well as information identifying or characterizing the web browser or operating system running on the user's client computing device730. The request may also include location information identifying a geographic location of the user's client system or a logical network location of the user's client system. The request may also include a timestamp identifying when the request was transmitted.

Although the example network environment described above and illustrated inFIG.7described with respect to social networking system120aand game networking system120b, this disclosure encompasses any suitable network environment using any suitable systems. As an example and not by way of limitation, the network environment may include online media systems, online reviewing systems, online search engines, online advertising systems, or any combination of two or more such systems.

Furthermore, the above-described elements and operations can be comprised of instructions that are stored on non-transitory storage media. The instructions can be retrieved and executed by a processing system. Some examples of instructions are software, program code, and firmware. Some examples of non-transitory storage media are memory devices, tape, disks, integrated circuits, and servers. The instructions are operational when executed by the processing system to direct the processing system to operate in accord with the disclosure. The term “processing system” refers to a single processing device or a group of inter-operational processing devices. Some examples of processing devices are integrated circuits and logic circuitry. Those skilled in the art are familiar with instructions, computers, and storage media.

Miscellaneous

One or more features from any embodiment may be combined with one or more features of any other embodiment without departing from the scope of the disclosure.

A recitation of “a”, “an,” or “the” is intended to mean “one or more” unless specifically indicated to the contrary. In addition, it is to be understood that functional operations, such as “awarding”, “locating”, “permitting” and the like, are executed by game application logic that accesses, and/or causes changes to, various data attribute values maintained in a database or other memory.

The present disclosure encompasses all changes, substitutions, variations, alterations, and modifications to the example embodiments herein that a person having ordinary skill in the art would comprehend. Similarly, where appropriate, the appended claims encompass all changes, substitutions, variations, alterations, and modifications to the example embodiments herein that a person having ordinary skill in the art would comprehend.

For example, the methods, game features and game mechanics described herein may be implemented using hardware components, software components, and/or any combination thereof. By way of example, while embodiments of the present disclosure have been described as operating in connection with a networking website, various embodiments of the present disclosure can be used in connection with any communications facility that supports web applications. Furthermore, in some embodiments the term “web service” and “website” may be used interchangeably and additionally may refer to a custom or generalized API on a device, such as a mobile device (e.g., cellular phone, smart phone, personal GPS, personal digital assistance, personal gaming device, etc.), that makes API calls directly to a server. Still further, while the embodiments described above operate with business-related virtual objects (such as stores and restaurants), the invention can be applied to any in-game asset around which a harvest mechanic is implemented, such as a virtual stove, a plot of land, and the like. The specification and drawings are, accordingly, to be regarded in an illustrative rather than a restrictive sense. It will, however, be evident that various modifications and changes may be made thereunto without departing from the broader spirit and scope of the disclosure as set forth in the claims and that the disclosure is intended to cover all modifications and equivalents within the scope of the following claims.

Claims

  1. A computer-implemented method, comprising: accessing gameplay information for a player of a computer-implemented game, the gameplay information indicating gameplay behavior of the player in a first game level completed by the player, gameplay in the first game level including selection of game objects by the player;based on the gameplay information, identifying a pattern of object selection by the player in the first game level;calculating a player skill level for the player based at least in part on a comparison between the identified pattern of object selection by the player in the first game level and a reference pattern of object selection;prior to gameplay of the player in a second game level having a predefined set of attributes, automatically modifying one or more attributes of the predefined set of attributes of the second game level based on the player skill level, thereby generating one or more modified attributes for the second game level;monitoring initial gameplay of the player in the second game level, which initial gameplay is implemented according to the predefined set of attributes;identifying a difference between a current rate of progression of the player through the second game level and a reference rate of progression for the second game level;and in an automated operation using one or more computer processor devices, automatically modifying gameplay difficulty of the second game level by triggering at least one of the one or more modified attributes of the second game level, such that subsequent gameplay in the second game level is implemented according to said at least one modified attribute.
  1. The computer-implemented method of claim 1, wherein said comparison of object selection patterns comprises determining an extent of a difference between the reference object selection pattern and the identified pattern of object selection by the player in the first game level, the player skill level being determined based at least in part on the determined extent of difference in object selection patterns.
  2. The computer-implemented method of claim 1, wherein the said comparison of object selection patterns is with respect to use of virtual objects that provide bonus points.
  3. The computer-implemented method of claim 1, wherein gameplay in the first game level comprises word formation by selection of letter tiles, said pattern of object selection by the player comprising word forming actions.
  4. The computer-implemented method of claim 4, wherein said comparison of object selection patterns comprises determining a difference between: an average length of words selected by the player in the first game level;and a reference average word length.
  5. The computer-implemented method of claim 1, wherein: said modifying of attributes comprises modifying, based at least in part on the calculated player skill level, a plurality of attributes of the predefined set of attributes for the second game level, thereby producing a plurality of modified attributes for the second game level;and based on an extent of the difference between the current rate of progression in the second game level and the reference rate of progression, automatically selecting one of the plurality of modified attributes for activation in the second game level, wherein the modifying of the gameplay difficulty of the second game level comprises triggering the selected modified attribute of the second game level, such that the selected modified attribute is applied to subsequent gameplay in the second game level.
  6. The computer-implemented method of claim 1, further comprises: calculating the reference rate of progression based at least on gameplay by a plurality of players in the second game level in their respective game instances.
  7. The computer-implemented method of claim 7, wherein the reference rate of progression comprises a threshold range of progression rate towards completion of the second game level.
  8. The computer-implemented method of claim 7, wherein the reference rate of progression comprises a threshold range of progression rate towards a predefined purchase decision in the second game level.
  9. A system comprising: one or more computer processor devices;and memory having stored thereon instructions to configure the system, when the instructions are executed by the one or more computer processor devices, to perform operations comprising: accessing gameplay information for a player of a computer-implemented game, the gameplay information indicating gameplay behavior of the player in a first game level completed by the player, gameplay in the first game level including selection of game objects by the player;based on the gameplay information, identifying a pattern of object selection by the player in the first game level;calculating a player skill level for the player based at least in part on a comparison between the identified pattern of object selection by the player in the first game level and a reference pattern of object selection;prior to gameplay of the player in a second game level having a predefined set of attributes, automatically modifying one or more attributes of the predefined set of attributes of the second game level based on the player skill level, thereby generating one or more modified attributes for the second game level;monitoring initial gameplay of the player in the second game level, which initial gameplay is implemented according to the predefined set of attributes;identifying a difference between a current rate of progression of the player through the second game level and a reference rate of progression for the second game level;and automatically modifying gameplay difficulty of the second game level by triggering at least one of the one or more modified attributes of the second game level, such that subsequent gameplay in the second game level is implemented according to said at least one modified attribute.
  10. The system of claim 10, wherein the instructions configure the system to perform said comparison of object selection patterns by determining an extent of a difference between the reference object selection pattern and the identified pattern of object selection by the player in the first game level, the player skill level being determined based at least in part on the determined extent of difference in object selection patterns.
  11. The system of claim 10, wherein the said comparison of object selection patterns is with respect to use of virtual objects that provide bonus points.
  12. The system of claim 10, wherein gameplay in the first game level comprises word formation by selection of letter tiles, said pattern of object selection by the player comprising word forming actions.
  13. The system of claim 13, wherein the instructions configure the system to perform said comparison of object selection patterns based at least in part on determining a difference between: an average length of words selected by the player in the first game level;and a reference average word length.
  14. The system of claim 10, wherein said modifying of attributes comprises modifying, based at least in part on the calculated player skill level, a plurality of attributes of the predefined set of attributes for the second game level, thereby producing a plurality of modified attributes for the second game level, the instructions further configuring the system to: automatically select one of the plurality of modified attributes for activation in the second game level based on an extent of the difference between the current rate of progression in the second game level and the reference rate of progression, wherein the modifying of the gameplay difficulty of the second game level comprises triggering the selected modified attribute of the second game level, such that the selected modified attribute is applied to subsequent gameplay in the second game level.
  15. The system of claim 10, wherein the instructions further configure the system to: calculate the reference rate of progression based at least on gameplay by a plurality of players in the second game level in their respective game instances.
  16. The system of claim 16, wherein the reference rate of progression comprises a threshold range of progression rate towards completion of the second game level.
  17. The system of claim 16, wherein the reference rate of progression comprises a threshold range of progression rate towards a predefined purchase decision in the second game level.
  18. A non-transitory computer-readable storage medium having stored thereon instructions for causing a machine, when executing the instructions, to perform operations comprising: accessing gameplay information for a player of a computer-implemented game, the gameplay information indicating gameplay behavior of the player in a first game level completed by the player, gameplay in the first game level including selection of game objects by the player;based on the gameplay information, identifying a pattern of object selection by the player in the first game level;calculating a player skill level for the player based at least in part on a comparison between the identified pattern of object selection by the player in the first game level and a reference pattern of object selection;prior to gameplay of the player in a second game level having a predefined set of attributes, automatically modifying one or more attributes of the predefined set of attributes of the second game level based on the player skill level, thereby generating one or more modified attributes for the second game level;monitoring initial gameplay of the player in the second game level, which initial gameplay is implemented according to the predefined set of attributes;identifying a difference between a current rate of progression of the player through the second game level and a reference rate of progression for the second game level;and automatically modifying gameplay difficulty of the second game level by triggering at least one of the one or more modified attributes of the second game level, such that subsequent gameplay in the second game level is implemented according to said at least one modified attribute.

Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.