throbber
(19) United States
`(12) Patent Application Publication (10) Pub. No.: US 2012/0157212 A1
`Kane et al.
`(43) Pub. Date:
`Jun. 21, 2012
`
`US 2012O157212A1
`
`(54) REWARDING PLAYERS FOR COMPLETING
`TEAMI CHALLENGES
`(76) Inventors:
`Michael Kane, San Francisco, CA
`(US); Harsimran Singh, Perth
`(AU)
`13/244,796
`Sep. 26, 2011
`
`(21) Appl. No.:
`(22) Filed:
`
`Related U.S. Application Data
`(63) ityyff application No. 13/077,706, filed on
`• - us
`(60) Provisional application No. 61/425,221, filed on Dec.
`20, 2010.
`
`Publication Classification
`
`(51) Int. Cl.
`(2006.01)
`A63F 9/24
`(52) U.S. Cl. .......................................................... 463/42
`
`ABSTRACT
`(57)
`In a method of rewarding players for completing a team
`challenge, an initiation of a team challenge by a player of an
`online social game is detected. Based on an online Social
`network of the player, an option for the friend of the player to
`participate in the team challenge is generated. A completion
`of the team challenge by the player and the friend of the player
`is detected. A reward is provided to at least one of the player
`and the friend of the player based on the detecting of the
`completion of the team challenge.
`
`100 M
`
`120a
`
`
`
`SOCial
`Networking
`System
`
`110
`-->
`
`110
`
`110
`
`160
`
`
`
`Game
`Networking
`System
`
`12Ob
`
`o
`
`Supercell
`Exhibit 1012
`Page 1
`
`

`

`Patent Application Publication
`
`Jun. 21, 2012 Sheet 1 of 15
`
`US 2012/O157212 A1
`
`Player
`101
`
`
`
`100 M
`
`
`
`SOcial
`Networking
`System
`
`Networking
`System
`
`160
`
`Supercell
`Exhibit 1012
`Page 2
`
`

`

`Patent Application Publication
`
`Jun. 21, 2012 Sheet 2 of 15
`
`US 2012/0157212 A1
`
`
`
`?ule9-10-ino |
`OSZ-, „?
`»/owieNiepos 1 6\,
`
`puZ
`
`Supercell
`Exhibit 1012
`Page 3
`
`

`

`Patent Application Publication
`
`Jun. 21, 2012 Sheet 3 of 15
`
`US 2012/O157212 A1
`
`
`
`Game Networking System 120b
`
`TEAM CHALLENGE MODULE 301
`
`DEFINITION
`MODULE
`302
`
`EXPOSURE
`MODULE
`304
`
`DASHBOARD
`MODULE
`306
`
`PARTICIPATION
`MODULE
`308
`
`ACCESSING
`MODULE
`310
`
`HELPER
`SELECTION
`MODULE
`314
`
`DETECTION
`MODULE
`320
`
`HELPER-LISTING
`MODULE
`312
`
`HELPER
`NOTIFICATION
`MODULE
`316
`
`REMINDER MODULE
`318
`
`REWARD MODULE
`322
`
`FG. 3
`
`Supercell
`Exhibit 1012
`Page 4
`
`

`

`Patent Application Publication
`
`Jun. 21, 2012 Sheet 4 of 15
`
`US 2012/0157212 A1
`
`400 Ya
`
`RECEIVE DEFINITIONS OF TEAM CHALLENGES
`
`402
`
`EXPOSE THE TEAM CHALLENGES TO PLAYERS
`
`H 404
`
`DISPLAY INFORMATION PERTAINING TO THE TEAM CHALLENGES
`
`
`
`406
`
`RECEIVE ARECRUEST TO INITIATE OR HELP A BUDDY COMPLETE ONE
`OF THE TEAM CHALLENGES
`
`408
`
`ACCESS INFORMATION FROMA SOCIAL NETWORK
`
`- 410
`
`PROV) E A SET OF BUDDES BASED ON THE INFORMATION
`
`412
`
`RECEIVE A SELECTION OF ONE OR MORE HELPERS FROM THE SET
`OF BUDDIES
`
`414
`
`NOTFY THE HELPERS OF THER SELECTION
`
`416
`
`REPEAT STEPS 408-416 FOREACH OF THE HELPERS
`
`H 418
`
`DETECT WHETHER THE INITIATOR AND THE HELPERS HAVE
`COMPLETED THER RESPECTIVE PORTIONS OF THE TEAM
`CHALLENGE
`
`420
`
`PROVIDEA STATUS OF THE COMPLETION OF THE TEAM CHALLENGE
`TO THE INITIATORS AND HELPERS
`
`
`
`422
`
`PROVIDE REWARDS TO THE INITIATOR AND HELPERS BASED ON THE
`COMPLETION OF THE TEAM CHALLENGE
`
`424
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`FIG. 4
`
`Supercell
`Exhibit 1012
`Page 5
`
`

`

`Patent Application Publication
`
`Jun. 21, 2012 Sheet 5 of 15
`
`US 2012/0157212 A1
`
`
`
`
`
`
`
`
`
`RECEIVE AREQUEST TO STARTATEAM CHALLENGE, THE TEAM
`CHALLENGE INCLUDING AN IN-GAME TASK THAT A PLURALITY OF
`PLAYERS ARE TO COMPLETE, THE PLURALITY OF PLAYERS
`INCLUDING AN INITIATOR AND A HELPER
`
`502
`
`RECEIVE A SELECTION OF THE HELPER FROMA SET OF BUDDES,
`THE SET OF BUDDES BEING BASED ON A SOCAL NETWORK OF THE
`NITIATOR
`
`- 504
`
`DETECT A COMPLETON OF THE IN-GAME TASK BY EACH OF THE
`PLURALITY OF PLAYERS
`
`506
`-
`
`PROVIDE AREWARD TO EACH OF THE PLURALITY OF PLAYERS H 508
`BASED ON THE DETECTION OF THE COMPLETION
`
`FIG. 5
`
`Supercell
`Exhibit 1012
`Page 6
`
`

`

`Patent Application Publication
`
`Jun. 21, 2012 Sheet 6 of 15
`
`US 2012/O157212 A1
`
`
`
`
`
`
`
`
`
`
`
`
`
`Name:
`
`EasyMoney 3-to-get
`ready
`
`Risky
`Business
`
`HatTrickS
`
`KnOCKOutS Gun Singers
`
`Ordering
`Objective Win a hand
`
`
`
`Number
`of times
`require
`ment must
`be met
`
`Win 3
`hands
`
`GO all in
`to Win a
`hand
`
`Win hands
`in a row
`
`Win a ShOOtOut
`Take a
`player's last round (any)
`on-table
`chips
`
`1 (i.e., Win a 3 (i.e., Win
`hand once)
`3 hands)
`
`3 (i.e., Win
`3 hands in a
`
`1
`
`Buddies
`required
`Time
`length
`User
`Award
`Buddy
`Award
`Starting
`Cost
`Start
`Window
`
`Max
`Starts in
`
`Help
`Window
`
`
`
`2
`
`3
`
`5
`
`4
`
`4
`
`5
`
`48 hours
`
`72 hours
`
`72 hours 24 hours
`
`5 days
`
`7 days
`
`$5,000
`+40XP
`$5,000
`+40XP
`
`$7,500
`+60XP
`$7,500
`+60XP
`
`$30,000
`$12,500
`+100XP +240XP
`$12,500
`$30,000
`+100XP +240XP
`
`$40,000
`+320XP
`$40,000
`+320XP
`
`$100,000
`+800XP
`$100,000
`+800XP
`
`12 hours
`
`18 hours
`
`18 hours 12 hours
`
`24 hours
`
`24 hours
`
`5
`
`5
`
`5
`
`2
`
`2
`
`2
`
`12 hours
`
`18 hours
`
`18 hours
`
`12 hours
`
`24 hours
`
`24 hours
`
`|
`
`5
`
`|
`
`|
`
`|
`
`2
`
`
`
`Supercell
`Exhibit 1012
`Page 7
`
`

`

`Patent Application Publication
`
`Jun. 21, 2012 Sheet 7 of 15
`
`US 2012/O157212 A1
`
`
`
`yO6.
`Requirement
`
`Most Wins in-a-ROW
`Maximum number of
`WinS in a roW
`
`3
`
`24 hours
`
`1 hour
`
`Min Buddies
`required
`Time length
`of Challenge
`Player Clock
`(starts once
`acCepted)
`Unlock level
`(option)
`Player Buy
`in COst
`
`Most Knockouts
`Total number of
`knockouts (Take
`another players last
`on-table chips)
`3
`
`48 hours (5 days)
`
`3 hours
`
`10
`
`FIG. 7
`
`Supercell
`Exhibit 1012
`Page 8
`
`

`

`Patent Application Publication
`
`Jun. 21, 2012 Sheet 8 of 15
`
`US 2012/O157212 A1
`
`
`
`WIE/F
`Hill/
`
`I \\\\\\\\\\\2
`
`is III W.
`
`cs
`
`O
`w
`CO
`
`Supercell
`Exhibit 1012
`Page 9
`
`

`

`Patent Application Publication
`
`Jun. 21, 2012 Sheet 9 of 15
`
`US 2012/O157212 A1
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`Supercell
`Exhibit 1012
`Page 10
`
`

`

`Patent Application Publication
`
`Jun. 21, 2012 Sheet 10 of 15
`
`US 2012/0157212 A1
`
`
`
`900||
`
`800 ||
`
`
`
`Áppng dla H
`
`
`
`
`
`
`
`?SSENIS (18. ÅXISIN HIINA dTEH SCHEN TEOTE=S
`
`
`
`
`
`
`
`SEÐNEITT WHO MEN
`
`SS385008'd NË
`
`Supercell
`Exhibit 1012
`Page 11
`
`

`

`Patent Application Publication
`
`Jun. 21, 2012 Sheet 11 of 15
`
`US 2012/O157212 A1
`
`
`
`Z0 || ||
`
`
`
`ÅE NOIN ÅSVE
`
`Supercell
`Exhibit 1012
`Page 12
`
`

`

`Patent Application Publication
`
`Jun. 21, 2012 Sheet 12 of 15
`
`US 2012/O157212 A1
`
`1200 Ya
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`SA
`
`12O2
`
`1204
`
`Giulia has agreed to help
`Joel on their Hat Tricks
`challenge. Go to
`Challenges! - 2 hours ago
`
`Bruce just won 3 hands
`to help on your 3-to-get
`ready challenge 1 more
`buddy still needs to win
`three hands. Call for
`Help - 4 hours ago
`
`Bruce just won a hand to
`help on your EasyMoney
`challenge Call for Help - 4
`hours ago
`
`Bruce just went all in and
`won to help on your
`Risky Business challenge
`4 more buddies still need
`to go all in and win the
`hand. Call for Help - 4
`hours ago
`
`Your Easy Money
`challenge has completed
`successfully You have
`won your reward $1000.
`Start another Challenge -
`4 hours ago
`
`Supercell
`Exhibit 1012
`Page 13
`
`

`

`Patent Application Publication
`
`Jun. 21, 2012 Sheet 13 of 15
`
`US 2012/O157212 A1
`
`13OO Ya
`
`
`
`C FriendFeed (3)
`
`ORLD SERIE
`Bruce needs help on the Risky
`AEOS Business challenge to win $5k
`Help Them
`
`St ast
`
`Joel needs help on the 3-to
`get ready challenge to win $4k
`Help Them
`
`Wast
`
`Joel needs help on the Easy
`Money challenge to win $1k
`Help Them
`
`FIG. 13
`
`1302
`
`Supercell
`Exhibit 1012
`Page 14
`
`

`

`Patent Application Publication
`
`Jun. 21, 2012 Sheet 14 of 15
`
`US 2012/O157212 A1
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`Supercell
`Exhibit 1012
`Page 15
`
`

`

`Patent Application Publication
`
`Jun. 21, 2012 Sheet 15 of 15
`
`US 2012/0157212 A1
`
`
`
`
`
`
`Social Networking System
`624
`622
`622
`
`Game Networking System
`622
`622
`
`
`
`630
`
`710
`
`FG. 15 630
`
`Cache
`
`704
`
`711 - N
`
`Host
`
`Bridge
`
`High Performance I/O Bus
`
`Network
`
`o
`
`716
`
`712
`
`/O BUS
`Bridge
`
`706
`
`System
`Memory
`
`714.
`
`Standard I/O BUS
`
`708
`
`MaSS
`sole
`
`I/O Ports
`
`720
`
`FG 16
`
`Supercell
`Exhibit 1012
`Page 16
`
`

`

`US 2012/O157212 A1
`
`Jun. 21, 2012
`
`REWARDING PLAYERS FOR COMPLETING
`TEAMI CHALLENGES
`
`CROSS-REFERENCE TO RELATED
`APPLICATIONS
`0001. This application is a continuation of U.S. patent
`application Ser. No. 13/077,706, filed Mar. 31, 2011, entitled
`METHOD AND SYSTEM OF INCORPORATING TEAM
`CHALLENGES INTO A SOCIAL GAME, which claims
`the benefit U.S. Provisional Application No. 61/425,221.
`filed Dec. 20, 2010, entitled “METHOD AND SYSTEM OF
`INCORPORATING TEAM CHALLENGES INTO A
`SOCIAL GAME, all of which are incorporated herein by
`reference in their entirety.
`
`TECHNICAL FIELD
`0002 The present application relates generally to the tech
`nical field of implementing social games, and, in one specific
`example, to incorporating team challenges into computer
`implemented online Social games.
`
`BACKGROUND
`0003. In many games, there is a virtual world or some
`other imagined playing space where a player/user of the game
`controls one or more player characters (herein “character.”
`“player character,” or “PC”). Player characters can be con
`sidered in-game representations of the controlling player. As
`used herein, the terms “player,” “user,” “entity,” and “friend”
`may refer to the in-game player character controlled by that
`player, user, entity, or friend, unless context suggests other
`wise. The game display can display a representation of the
`player character. A game engine accepts inputs from the
`player, determines player character actions, decides out
`comes of events and presents the player with a game display
`illuminating what happened. In some games, there are mul
`tiple players, wherein each player controls one or more player
`characters.
`0004. In many computer games, there are various types of
`in-game assets (aka “rewards' or “loot') that a player char
`acter can obtain within the game. For example, a player
`character may acquire game points, gold coins, experience
`points, character levels, character attributes, virtual cash,
`game keys, or other in-game items of value. In many com
`puter games, there are also various types of in-game obstacles
`that a player must overcome to advance within the game.
`In-game obstacles can include tasks, puzzles, opponents, lev
`els, gates, actions, and so forth. In some games, a goal of the
`game may be to acquire certain in-game assets, which can
`then be used to complete in-game tasks or to overcome certain
`in-game obstacles. For example, a player may be able to
`acquire a virtual key (i.e., the in-game asset) that can then be
`used to open a virtual door (i.e., the in-game obstacle).
`0005. An electronic social networking system typically
`operates with one or more Social networking servers provid
`ing interaction between users such that a user can specify
`other users of the social networking system as “friends. A
`collection of users and the “friend' connections between
`users can form a social graph that can be traversed to find
`second, third and more remote connections between users,
`much like a graph of nodes connected by edges can be tra
`versed.
`0006. Many online computer games are operated on an
`online social network. Such a network allows both users and
`
`other parties to interact with the computer games directly,
`whether to play the games or to retrieve game- or user-related
`information. Internet users may maintain one or more
`accounts with various service providers, including, for
`example, online game networking systems and online Social
`networking systems. Online systems can typically be
`accessed using browser clients (e.g., Firefox, Chrome, Inter
`net Explorer).
`0007. In many computer games, there are various types of
`in-game actions that a player character can make within the
`game. For example, a player character in an online role
`playing game may be able to interact with other player char
`acters, build a virtual house, attack enemies, go on a quest, go
`to a virtual store to buy/sell virtual items, and the like. A
`player character in an online poker game may be able to play
`at specific tables, place bets of virtual currency for certain
`amounts, play or fold certain hands, play in a online poker
`tournament, and so forth.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`0008. Some embodiments are illustrated by way of
`example and not limitation in the figures of the accompanying
`drawings in which:
`0009 FIG. 1 is a block diagram illustrating an example of
`a system for implementing various disclosed embodiments;
`0010 FIG. 2 is a block diagram illustrating an example of
`a Social network within a social graph;
`0011
`FIG. 3 is a block diagram illustrating example mod
`ules of a game networking System for incorporating team
`challenges into a Social game;
`0012 FIG. 4 is a flowchart illustrating an example method
`of incorporating team challenges into a social game;
`0013 FIG. 5 is a flowchart illustrating an additional
`example method of incorporating team challenges into a
`Social game;
`0014 FIG. 6 is a table illustrating an example set of team
`challenge definitions;
`0015 FIG. 7 is a table illustrating an additional example
`set of team challenge definitions;
`0016 FIG. 8 is a block diagram illustrating an example of
`a webpage-based game interface for an online game accessed
`by a browser client;
`0017 FIG. 9 is a block diagram illustrating an example
`dashboard for team challenges for a poker game;
`0018 FIG. 10 is a block diagram illustrating an example
`dashboard for team challenges for a poker game;
`0019 FIG. 11 is a block diagram illustrating an example
`user interface for listing buddies of the player;
`0020 FIG. 12 is a block diagram illustrating an example
`user interface for accessing pokergrams;
`0021
`FIG. 13 is a block diagram illustrating an example
`user interface for a friend feed;
`0022 FIG. 14 is a block diagram illustrating an example
`data flow between the components of a system;
`0023 FIG. 15 is a block diagram illustrating an example
`network environment, in which various example embodi
`ments may operate; and
`0024 FIG. 16 is a block diagram illustrating an example
`computing system architecture, which may be used to imple
`ment a server or a client system.
`
`DETAILED DESCRIPTION
`0025. In the following description, for purposes of expla
`nation, numerous specific details are set forth in order to
`
`Supercell
`Exhibit 1012
`Page 17
`
`

`

`US 2012/O157212 A1
`
`Jun. 21, 2012
`
`provide an understanding of various embodiments of the
`present subject matter. It will be evident, however, to those
`skilled in the art that various embodiments may be practiced
`without these specific details.
`0026. In various embodiments, methods and systems of
`rewarding players for completing team challenges are dis
`closed. An initiation of a team challenge by a player of an
`online social game is detected. Based on an online social
`network of the player, an option for the friend of the player to
`participate in the team challenge is generated. A completion
`of the team challenge by the player and the friend of the player
`is detected. A reward is provided to at least one of the player
`and the friend of the player based on the detecting of the
`completion of the team challenge.
`0027 FIG. 1 is a block diagram illustrating an example of
`a system 100 for implementing various disclosed embodi
`ments. In particular embodiments, system 100 comprises
`player 101, Social networking system 120a, game networking
`system 120b, client system 130, and network 160. The com
`ponents of system 100 can be connected to each other in any
`Suitable configuration, using any suitable type of connection.
`The components may be connected directly or over a network
`160, which may be any suitable network. For example, one or
`more portions of network 160 may 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 tele
`phone network, another type of network, or a combination of
`two or more such networks.
`0028 Social networking system 120a is a network-ad
`dressable computing system that can host one or more social
`graphs. Social networking system 120a can generate, Store,
`receive, and transmit social networking data. Social network
`ing system 120a can be accessed by the other components of
`system 100 either directly or via network 160. Game net
`working system 120b is a network-addressable computing
`system that can host one or more online games. Game net
`working system 120b can generate, store, receive, and trans
`mit game-related data, Such as, for example, game account
`data, game input, game state data, and game displays. Game
`networking system 120b can be accessed by the other com
`ponents of system 100 either directly or via network 160.
`Player 101 may use client system 130 to access, send data to,
`and receive data from Social networking system 120a and
`game networking system 120b. Client system 130 can access
`Social networking system 120a or game networking system
`120b directly, via network 160, or via a third-party system. As
`an example and not by way of limitation, client system 130
`may access game networking system 120b via Social net
`working system 120a. Client system 130 can be any suitable
`computing device, such as a personal computer, laptop, cel
`lular phone, Smartphone, computing tablet, and the like.
`0029. Although FIG. 1 illustrates a particular number of
`players 101, Social networking systems 120a, game network
`ing systems 120b, client systems 130, and networks 160, this
`disclosure contemplates any suitable number of players 101,
`Social networking systems 120a, game networking systems
`120b, client systems 130, and networks 160. As an example
`and not by way of limitation, system 100 may include one or
`more game networking systems 120b and no social network
`ing systems 120a. As another example and not by way of
`limitation, system 100 may include a system that comprises
`
`both social networking system 120a and game networking
`system 120b. Moreover, although FIG. 1 illustrates a particu
`lar arrangement of player 101, Social networking system
`120a, game networking system 120b, client system 130, and
`network 160, this disclosure contemplates any suitable
`arrangement of player 101, Social networking system 120a,
`game networking system 120b, client system 130, and net
`work 160.
`0030 The components of system 100 may be connected to
`each other using any suitable connections 110. For example,
`suitable connections 110 include 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 Micro
`wave Access (WiMAX)) or optical (such as, for example,
`Synchronous Optical Network (SONET) or Synchronous
`Digital Hierarchy (SDH)) connections. In particular embodi
`ments, one or more connections 110 each include one or more
`of an ad hoc network, an intranet, an extranet, a VPN, a LAN,
`a WLAN, a WAN, a WWAN, a MAN, a portion of the Inter
`net, a portion of the PSTN, a cellular telephone network, or
`another type of connection, or a combination of two or more
`Such connections. Connections 110 need not necessarily be
`the same throughout system 100. One or more first connec
`tions 110 may differin one or more respects from one or more
`second connections 110. Although FIG. 1 illustrates particu
`lar connections between player 101, social networking sys
`tem 120a, game networking system 120b, client system 130,
`and network 160, this disclosure contemplates any suitable
`connections between player 101, social networking system
`120a, game networking system 120b, client system 130, and
`network 160. As an example and not by way of limitation, in
`particular embodiments, client system 130 may have a direct
`connection to Social networking system 120a or game net
`working system 120b, thereby bypassing network 160.
`
`Online Games and Game Systems
`Game Networking Systems
`0031. In an online computer game, a game engine man
`ages 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 player 101 controls
`one or more player characters (PCs). The game engine con
`trols all other aspects of the game, including NPCs and in
`game objects. The game engine also manages game state,
`including player character state for currently active (online)
`and inactive (offline) players.
`0032. An online game can be hosted by game networking
`system 120b, which can be accessed using any suitable con
`nection with a suitable client system 130. A player may have
`a game account on game networking system 120b, wherein
`the game account can contain a variety of information asso
`ciated with the player (e.g., the player's personal information,
`financial information, purchase history, player character
`state, game state, etc.). In some embodiments, a player may
`play multiple games on game networking system 120b, 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 embodi
`ments, game networking system 120b can assign a unique
`identifier to each player 101 of an online game hosted on
`
`Supercell
`Exhibit 1012
`Page 18
`
`

`

`US 2012/0157212 A1
`
`Jun. 21, 2012
`
`game networking system 120b. Game networking system
`120b can determine that a player 101 is accessing the online
`game by reading the user's cookies, which may be appended
`to Hypertext Transfer Protocol (HTTP) requests transmitted
`by client system 130, and/or by the player 101 logging onto
`the online game.
`0033. In particular embodiments, player 101 may access
`an online game and control the game's progress via client
`system 130 (e.g., by inputting commands to the game at the
`client device). Client system 130 can display the game inter
`face, receive inputs from player 101, transmit user inputs or
`otherevents 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 system 130.
`social networking system 120a, or game networking system
`120b). As an example and not by way of limitation, client
`system 130 can download client components of an online
`game, which are executed locally, while a remote game
`server, such as game networking system 120b, provides back
`end 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 system 130. As
`another example and not by way of limitation, each time
`player 101 provides an input to the game through the client
`system 130 (such as, for example, by typing on the keyboard
`or clicking the mouse of client system 130), the client com
`ponents of the game may transmit the player's input to game
`networking system 120b.
`Game Systems, Social Networks, and Social Graphs
`0034). In an online multiplayer game, players may control
`player characters (PCs) and a game engine controls non
`player characters (NPCs) and game features. The game
`engine also manages player characterstate 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 charac
`ter 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, spe
`cialty, 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 param
`eter 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), and so forth. The game engine may use player
`character state to determine the outcome of game events,
`sometimes also considering set or random variables. Gener
`ally, a player character's probability of having a more favor
`able outcome is greater when the player character has a better
`state. For example, a healthier player characteris less likely to
`die in a particular encounter relative to a weaker player char
`acter or non-player character. In some embodiments, the
`game engine can assign a unique client identifier to each
`player.
`0035) In particular embodiments, player 101 may access
`particular game instances of an online game. A game instance
`is a 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 players 101 can
`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., acces
`sible by any player). In particular embodiments, a game
`instance is populated by one or more player characters con
`trolled by one or more players 101 and one or more in-game
`objects controlled by the game engine. When accessing an
`online game, the game engine may allow player 101 to select
`a particular game instance to play from a plurality of game
`instances. Alternatively, the game engine may automatically
`select the game instance that player 101 will access. In par
`ticular embodiments, an online game comprises only one
`game instance that all players 101 of the online game can
`
`aCCCSS.
`
`0036). 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 popu
`lated with the first player's PC and one or more in-game
`objects associated with the first player. In particular embodi
`ments, 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 embodi
`ments, 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 predeter
`mined 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 com
`pared 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 limi
`tation, 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 a game
`
`Supercell
`Exhibit 1012
`Page 19
`
`

`

`US 2012/O157212 A1
`
`Jun. 21, 2012
`
`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 fer
`tilizing crops on Whiteacre Farm.
`0037. In particular embodiments, a game engine can inter
`face with a social graph. Social graphs are models of connec
`tions between entities (e.g., individuals, users, contacts,
`friends, players, player characters, non-player characters,
`businesses, groups, associations, concepts, etc.). These enti
`ties 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 disclo
`Sure assumes that at least one entity of a Social graph is a
`player or player character in an online multiplayer game,
`though this disclosure contemplates any Suitable Social graph
`USCS.
`0038. 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 Nedges (or N-1 other users),
`they are deemed to be separated by Ndegrees 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.
`0039. Within the social graph, each player (or player char
`acter) has a social network. A player's Social network
`includes all users in the Social graph within Nimax degrees of
`the player, where Nimax is the maximum degree of separation
`allowed by the system managing the Social graph (such as, for
`example, social networking system 120a or game networking
`system 120b). In one embodiment, Nimax equals 1, such that
`the player's Social network includes only first-degree friends.
`In another embodiment, Nimax is unlimited and the player's
`Social network is coextensive with the Social graph.
`0040. In particular embodiments, the social graph is man
`aged by game networking system 120b, which is managed by
`the game operator. In other embodiments, the Social graph is
`part of a social networking system 120a managed by a third
`party (e.g., Facebook, Friendster, MySpace). In yet other
`embodiments, player 101 has a Social network on both game
`networking system 120b and social networking system 120a,
`wherein player 101 can have a social networ

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