发明名称 |
Friend recommendation system based on a non-active social network |
摘要 |
Social network information of a player of a computer-implemented game is accessed to identify non-active players from the social network information. The non-active players each have a minimum number of unreciprocated communications with the player within a time duration. A recommendation of the recommended players is generated to the player based on the non-active players. |
申请公布号 |
US8898252(B2) |
申请公布日期 |
2014.11.25 |
申请号 |
US201113244851 |
申请日期 |
2011.09.26 |
申请人 |
Zynga Inc. |
发明人 |
McCaffrey Daniel;Lee Kevin A.;Rudin Kenneth;Zhang Yan;Ghosh Ananda |
分类号 |
G06F15/16;G06Q30/00;A63F13/40;H04L12/58;A63F13/30;G06Q50/00 |
主分类号 |
G06F15/16 |
代理机构 |
Schwegman Lundberg & Woessner, P.A. |
代理人 |
Schwegman Lundberg & Woessner, P.A. |
主权项 |
1. 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; anddetermining an active social network of the player from the one or more active players. |
地址 |
San Francisco CA US |