Friend recommendation system based on a non-active social network
AssigneeZynga Inc.
InventorsDaniel McCaffrey, Kevin A. Lee, Kenneth Rudin, Yan Zhang, Ananda Ghosh
Life of this patent
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Abstract
Social network information of a player of a computer-implemented game is accessed to identify non-active players from the social network information. The non-active players each have a minimum number of unreciprocated communications with the player within a time duration. A recommendation of the recommended players is generated to the player based on the non-active players.
Claims10
A computer-implemented method comprising:
- accessing social network information of a player of a computer-implemented game;
- identifying, using at least one processor of a machine, one or more non-active players from the social network information, the one or more non-active players each having a minimum number of unreciprocated communications and a maximum number of reciprocated communications with the player within a time duration;
- generating a recommendation of one or more recommended players to the player based on the one or more non-active players;
- identifying one or more non-active players with a number of reciprocated communications with the player within an elapsed time below a threshold value;
- identifying one or more non-active players with at least one unreciprocated communication with the player within the elapsed time;
- identifying one or more non-active players who were previously included in the active social network of the player;
- and
- forming the recommendation based on the one or more non-active players with a number of reciprocated communications with the player within the elapsed time below the threshold value, the one or more non-active players with at least one unreciprocated communication with the player within the elapsed time, and the one or more non-active players who were previously included in the active social network of the player,
- wherein identifying the one or more non-active players from the social network information further comprises:
- determining a frequency of reciprocated communications within the elapsed time between the player and the other players from a social network of the player;
- identifying one or more active players from the social network of the player based on the frequency of the reciprocated communications within the elapsed time;
- and
- determining an active social network of the player from the one or more active players.
A non-transitory computer-readable storage medium storing a set of instructions that, when executed by a processor, cause the processor to perform operations, comprising:
- accessing social network information of a player of a computer-implemented game;
- identifying, using at least one processor of a machine, one or more non-active players from the social network information, the one or more non-active players each having a minimum number of unreciprocated communications and a maximum number of reciprocated communications with the player within a time duration;
- generating a recommendation of one or more recommended players to the player based on the one or more non-active players;
- identifying one or more non-active players with a number of reciprocated communications with the player within an elapsed time below a threshold value;
- identifying one or more non-active players with at least one unreciprocated communication with the player within the elapsed time;
- identifying one or more non-active players who were previously included in the active social network of the player;
- and
- forming the recommendation based on the one or more non-active players with a number of reciprocated communications with the player within the elapsed time below the threshold value, the one or more non-active players with at least one unreciprocated communication with the player within the elapsed time, and the one or more non-active players who were previously included in the active social network of the player,
- wherein identifying the one or more non-active players from the social network information further comprises:
- determining a frequency of reciprocated communications within the elapsed time between the player and the other players from a social network of the player;
- identifying one or more active players from the social network of the player based on the frequency of the reciprocated communications within the elapsed time;
- and
- determining an active social network of the player from the one or more active players.
A system comprising:
- at least one processor of a machine;
- a non-active social network module configured to:
- access social network information of a player of a computer-implemented game;
- identify, using at least one processor of a machine, one or more non-active players from the social network information, the one or more non-active players each having a minimum number of unreciprocated communications and a maximum number of reciprocated communications with the player within a time duration;
- generate a recommendation of one or more recommended players to the player based on the one or more non-active players;
- identify one or more non-active players with a number of reciprocated communications with the player within an elapsed time below a threshold value;
- identify one or more non-active players with at least one unreciprocated communication with the player within the elapsed time;
- and
- identify one or more non-active players who were previously included in the active social network of the player;
- and
- form the recommendation based on the one or more non-active players with a number of reciprocated communications with the player within the elapsed time below the threshold value, the one or more non-active players with at least one unreciprocated communication with the player within the elapsed time, and
- the one or more non-active players who were previously included in the active social network of the player, and
- an active social network module configured to:
- determine a frequency of reciprocated communications within the elapsed time between the player and the other players from a social network of the player;
- identify one or more active players from the social network of the player each having the minimum number of reciprocated communications with the player within the elapsed time;
- and
- determine an active social network of the player from the one or more active players.
Dependencies are inferred from the claim text.