SYNCHRONOUS AND ASYNCHRONOUS GAME MODES

Abstract
A system, machine-readable storage medium storing at least one program, and a computer-implemented method for switching between synchronous and asynchronous game modes is provided. A first game instance of a computer-implemented game of a first player and a second player is generated. The first game instance is generated in a first mode associated with the availability of the second player to play the game. First display data is provided to a client device of the first player to display the first game instance of the game in the first mode. A change in the availability of the second player is identified. A second game instance of the game is generated in a second mode associated with the change in the availability of the second player. Second display data is provided to the client device to display the second game instance of the game in the second mode.
Description
TECHNICAL FIELD

The present disclosure relates to games and applications in general and in particular to computer-implemented games. In an example embodiment, a player of a computer-implemented game may be provided with the ability to play a game against an opponent in a synchronous or an asynchronous game mode.


BACKGROUND

The popularity of computer-implemented games is due at least in part to the social aspect of these games. For example, a player may have the ability to play computer-implemented games against other people within the player's social network or against an opponent outside of the player's social network.


While these games may allow gameplay between players, the gameplay may depend on the availability of a player. For example, some games allow players to play a game in real-time if both players are available to play concurrently. However, in those games, if one player becomes unavailable during the game (e.g., a player goes offline), the real-time gameplay ends, and the game between the two players ceases.





BRIEF DESCRIPTION OF THE DRAWINGS

The present disclosure is illustrated by way of example, and not limitation, in the figures of the accompanying drawings, in which like reference numerals indicate similar elements unless otherwise indicated. In the drawings,



FIG. 1 is a schematic diagram showing an example of a system, according to some embodiments;



FIG. 2 is a schematic diagram showing an example of a social network within a social graph, according to some embodiments;



FIG. 3 is a block diagram showing example components of a game networking system, according to some embodiments;



FIG. 4 is a flowchart showing an example method of changing game modes in a game between a first player and a second player, according to some embodiments;



FIG. 5 is an interface diagram illustrating an example game user interface for initiating gameplay and playing a game, according to some embodiments;



FIG. 6 is an interface diagram illustrating an example game user interface for initiating gameplay and playing a game, according to some embodiments;



FIG. 7 is a diagrammatic representation of an example data flow between example components of the example system of FIG. 1, according to some embodiments;



FIG. 8 is a schematic diagram showing an example network environment, in which various example embodiments may operate, according to some embodiments; and



FIG. 9 is a block diagram illustrating an example computing system architecture, which may be used to implement one or more of the methodologies described herein, according to some embodiments.





DESCRIPTION OF EXAMPLE EMBODIMENTS
Overview

Example systems and methods of utilizing synchronous and asynchronous game modes are described. 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 described systems and methods may be practiced without these specific details.


Players of one or more computer-implemented virtual games may be provided with the ability to play a game in either a synchronous or an asynchronous game mode depending on the availability of the players of the game. A player's availability may be based on any factors which determine whether a player is available to player, such as whether a player is logged on to an account associated with the game, whether the player is currently accessing an application associated with the game, whether the player is online or offline, and the like. A synchronous game mode is a game mode which allows players of a game, who are concurrently available, to view and play the game in substantially real-time. For example, in a synchronous game mode, a player may view an opponent's game moves as the opponent makes each game move, and the opponent may also view the player's game moves as the player makes each game move. An asynchronous game mode is a game mode which allows players of a game, who may not be concurrently available, to play the game as each player becomes available to play. For example, in an asynchronous game mode, a player who is available may make a game move in a game, and the player's opponent may make his or her game move when the opponent becomes available to play.


The synchronous and asynchronous game modes may be provided for any type of computer-implemented game, such as casual games, turn-based games, arcade-style games, single-player games, and the like. For example, the computer-implemented game may be a game which allows a player to take his or her turn playing the game in a manner that is independent of time with respect to when the player's opponent took his or her turn. For example, Player A may take his or her turn by making a move on a gameboard, after which Player B may take his or her turn by making a move on a gameboard. However, any amount of time may lapse between the time Player A makes a move and the time Player B makes a move, as the manner in which each player takes their turn is independent of time. In some embodiments, the game being played may be a game in which the players' moves are responsive to one another.


A game networking system of the computer-implemented game may allow the game to switch back and forth between the synchronous and asynchronous game modes depending on each player's availability to play the game. For example, Player A, who may be available to play the game, may play the game against Player B in a synchronous game mode when Player B is also available to play the game. If Player B subsequently becomes unavailable to play (e.g., by logging off Player B's game account, exiting an application for the game, etc.), the game networking system associated with the game may cause the game to switch to an asynchronous game mode such that Player A may continue playing the game even though Player B is currently unavailable to play. Player B may subsequently take Player B's turn when Player B becomes available. If Player A is still available when Player B becomes available, the game may switch back to the synchronous mode. However, if Player A is unavailable when Player B becomes available, the game may remain in the asynchronous mode.


The change between game modes may occur in any manner. In some embodiments, the game networking system may periodically or continuously check each player's availability, and the change between game modes may occur when the game networking system determines that a player's availability has changed (e.g., a player who was previously online is now offline). In some embodiments, the game networking system may check each player's availability after the completion of a segment of the game, such as after a round, level, stage, and the like. In this case, if the game networking system detects a change in a player's availability from one segment of the game to the next segment of the game, the game networking system may change the game mode according to the change in the player's availability.


Gameplay between players may be initiated in any manner. In some embodiments, gameplay may be initiated when a player requests gameplay against an opponent. The opponent may be any other player that the requesting player wishes to challenge to a game, such as an opponent within the player's social network, an opponent outside of the player's social network, an opponent chosen for the player by the game networking system (e.g., opponent chosen based on a matchmaking algorithm), and the like. When the game networking system receives the request from the player to challenge the opponent to gameplay, the game networking system may identify the availability of the opponent and generate the game accordingly (e.g., in a synchronous or asynchronous mode). In some embodiments, when a player requests gameplay against an opponent, a challenge request may be sent to the opponent, and the opponent may choose whether or not to accept the challenge to gameplay. The receipt and acceptance of the challenge request may occur synchronously or asynchronously based on whether the request was sent by the player when the opponent was available.


In some embodiments, the asynchronous mode may allow gameplay in a turn-based manner, allowing each player to take his or her turn when the player becomes available for gameplay. In some embodiments, the asynchronous mode may allow gameplay in a mock real-time game mode. The mock real-time game mode may allow gameplay in the asynchronous mode. However, an available player may receive game display data in a manner which provides the illusion that the player is playing his or her opponent in the synchronous mode (e.g., in real-time) if the opponent is unavailable for gameplay in the synchronous mode. In the mock real-time game mode, the game networking system may access a set of game moves that were previously made by the unavailable opponent and that were recorded and stored. The set of game moves may be provided to the player such that it appears the player is playing his or her opponent in real-time. More details describing the mock real-time game mode may be found in U.S. Provisional Application No. 61/604,442, filed Feb. 28, 2012, entitled “Mock Real-time Gameplay,” which is incorporated herein by reference in its entirety.


Example System


FIG. 1 is a schematic diagram showing an example of a system 100 for implementing various example embodiments. In some embodiments, the system 100 comprises a player 102, a client device 104, a network 106, a social networking system 108.1, and a game networking system 108.2. The components of the system 100 may be connected directly or over a network 106, which may be any suitable network. In various embodiments, one or more portions of the network 106 may include 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, or any other type of network, or a combination of two or more such networks.


The client device 104 may be any suitable computing device (e.g., devices 104.1-104.n), such as a smart phone 104.1, a personal digital assistant 104.2, a mobile phone 104.3, a personal computer 104.n, a laptop, a computing tablet, or any other device suitable for playing a virtual game. The client device 104 may access the social networking system 108.1 or the game networking system 108.2 directly, via the network 106, or via a third-party system. For example, the client device 104 may access the game networking system 108.2 via the social networking system 108.1.


The social networking system 108.1 may include a network-addressable computing system that can host one or more social graphs (see for example FIG. 2), and may be accessed by the other components of system 100 either directly or via the network 106. The social networking system 108.1 may generate, store, receive, and transmit social networking data. Moreover, the game networking system 108.2 may include a network-addressable computing system (or systems) that can host one or more virtual games, for example, online games. The game networking system 108.2 may generate, store, receive, and transmit game-related data, such as, for example, game account data, game input, game state data, and game displays. The game networking system 108.2 may be accessed by the other components of system 100 either directly or via the network 106. The player 102 may use the client device 104 to access, send data to, and receive data from the social networking system 108.1 and/or the game networking system 108.2. In various example embodiments, the game networking system 108.2 may include an introduction mechanic that can introduce a player of the game networking system 108.2 to other players of the game networking system 108.2 that are encountering a common in-game obstacle.


Although FIG. 1 illustrates a particular example of the arrangement of the player 102, the client device 104, the social networking system 108.1, the game networking system 108.2, and the network 106, this disclosure includes any suitable arrangement or configuration of the player 102, the client device 104, the social networking system 108.1, the game networking system 108.2, and the network 106.



FIG. 2 is a schematic diagram showing an example of a social network within a social graph 200. The social graph 200 is shown by way of example to include an out-of-game social network 250, and an in-game social network 260. Moreover, in-game social network 260 may include one or more players that are friends with Player 201 (e.g., Friend 231), and may include one or more other players that are not friends with Player 201. The social graph 200 may correspond to the various players associated with one or more virtual games.


Examples of Utilizing the Synchronous and Asynchronous Game Modes

It is to be appreciated that the virtual gameboard for a game may be presented to players in a variety of manners. In some embodiments, the gameboard of a game may be displayed via a game interface. When a player requests gameplay against an opponent via the game interface, the game networking system associated with the game may determine whether the opponent is available for gameplay and generate the game based on the opponent's availability. For example, if the opponent is available, the game may be played in the synchronous mode. If the opponent is unavailable, the game may be played in the asynchronous mode. The game networking system may monitor and detect when the availability of a player has changed. If there is a change in the availability of a player, the game mode of the game may be changed accordingly (e.g., from the synchronous to the asynchronous game mode, from the asynchronous to the synchronous game mode, etc.).



FIG. 3 is a block diagram showing example components of a game networking system 108.2. Game networking system 108.2 may include a game engine 305, a graphical display output interface module 310, a user input interface module 315, a mode determination module 320, a synchronous mode module 325, and an asynchronous mode module 330.


The game engine 305 may be a hardware-implemented module which may control any aspects of a game based on rules of the game, including how a game is played, players' actions and responses to players' actions, and the like. The game engine 305 may be configured to generate a game instance of a game of a player and may determine the progression of a game based on user inputs and rules of the game.


The graphical display output interface module 310 may be a hardware-implemented module which may control information or data that is provided to client systems for display on a client device. For example, the graphical user display output module 310 may be configured to provide display data associated with displaying a game instance and/or a game state of a game, including displaying a gameboard of a game, displaying moves made by players on the gameboard of the game, displaying the game based on the game mode, and the like.


The user input interface module 315 may be a hardware-implemented module which may receive user inputs for processing by the game engine 305 based on rules of the game. For example, the user input interface module 315 may receive user inputs indicating functions, such as a move made by a player, a request to initiate gameplay against an opponent, and the like.


The mode determination module 320 may be a hardware-implemented module which may be configured to identify the availability of a player and determine the game mode for the game based on the identified availability. For example, when the user input interface module 315 receives a request from Player A to initiate a game against Player B, the mode determination module 320 may identify the availability of Player B. If Player B is available to play a game (e.g., Player B is online), the mode determination module 320 may determine that the game may be played in the synchronous mode and instruct the game engine 305 to generate a game instance of the game in the synchronous mode. If Player B is unavailable to play the game (e.g., Player B is offline), the mode determination module 320 may determine that the game may be played in the asynchronous mode and instruct the game engine 305 to generate a game instance of the game in the asynchronous mode.


The mode determination module 320 may also be configured to monitor and detect changes in a player's availability during the game. If the mode determination module 320 determines that a player's availability has changed within the duration of a game, the mode determination module 320 may instruct the game engine 305 to switch game modes according to the player's changed availability. The mode determination module 320 may monitor and detect changes in a player's availability and instruct the game engine 305 to generate the appropriate game mode in any manner. For example, the mode determination module 320 may monitor the availability of a player continuously and instruct the game engine 305 to change game modes upon detection of a change in availability, or the mode determination module 320 may identify the availability of a player at a particular point in a game (e.g., after completion of a level, stage, round, etc.) and may instruct the game engine 305 to change game modes upon detection of a change in availability.


The synchronous mode module 325 may be a hardware-implemented module which may be configured to manage and provide features relating to gameplay in the synchronous mode. When the mode determination module 320 instructs the game engine 305 to generate a game instance in the synchronous mode, the synchronous mode module 325 may provide, to the game engine 305, any game features relating to the synchronous mode so that the game engine 305 may generate a game instance in the synchronous mode. For example, the synchronous mode module 325 may be configured to manage and provide features relating to the real-time display of a game between players.


The asynchronous mode module 330 may be a hardware-implemented module which may be configured to manage and provide features relating to gameplay in the asynchronous game mode. When the mode determination module 320 instructs the game engine 305 to generate a game instance in the asynchronous mode, the asynchronous mode module 330 may provide, to the game engine 305, any game features relating to the asynchronous game mode so that the game engine 305 may generate a game instance in the asynchronous mode. For example, the asynchronous mode module 330 may be configured to manage and provide features relating to the display of a mock real-time game associated with a player who is offline.



FIG. 4 is a flowchart showing an example method 400 of changing game modes in a game between a first player and a second player. In operation 402, the game engine 305 may generate a first game instance of a computer-implemented game of a first player and a second player. The first game instance is generated in a first mode being associated with an availability of the second player to play the computer-implemented game. For example, if the second player is available to play the game, the first mode may be a synchronous mode. If the second player is unavailable to play the game, the first mode may be an asynchronous mode.


In some embodiments, the first game instance may be generated in response to receiving a request from the first player to initiate a game against the second player. When the user input interface module 315 receives the request from the first player, the mode determination module 320 may identify the availability of the second player and generate the first game instance accordingly. In some embodiments, a challenge request is sent to the second player in response to the request from the first player, and the challenge request may be accepted or rejected by the second player. The game may continue if the challenge request is accepted by the second player.


In operation 404, the graphical display output interface module 310 may provide, to a client device of the first player, first display data to display the first game instance of the computer-implemented game in the first mode. If the first mode is a synchronous mode, the graphical display output interface module 310 may provide the display data associated with the first mode using the synchronous mode module 325. If the first mode is an asynchronous mode, the graphical display output interface module 310 may provide the display data associated with the first mode using the asynchronous mode module 330.


In operation 406, the mode determination module 320 may identify a change in the availability of the second player. For example, the second player may have previously been available to play the game but may have subsequently logged off a game account.


In operation 408, game engine 305 may generate a second game instance of the computer-implemented game. The second game instance is generated in a second mode being associated with the change in the availability of the second player to play the computer-implemented game. In some embodiments, the second mode may be different than the first mode. For example, if the second player was previously available to play the game in the synchronous mode (e.g., the first mode) but the identified change in the second player's availability indicates the second player is no longer available to play, the second game instance may be generated in the asynchronous mode (e.g., the second mode).


In operation 410, the graphical display output interface module 310 may provide, to the client device of the first player, second display data to display the second game instance of the computer-implemented game in the second mode. If the second mode is a synchronous mode, the graphical display output interface module 310 may provide the display data associated with the second mode using the synchronous mode module 325. If the second mode is an asynchronous mode, the graphical display output interface module 310 may provide the display data associated with the second mode using the asynchronous mode module 330.



FIG. 5 is an interface diagram illustrating an example game user interface 500 for initiating gameplay and playing a game. The game user interface 500 may be an interface that a player may use to play a game. The game user interface 500 may be in any form, such as an interface via a mobile application, a web browser page, and the like. The game user interface 500 may include a game display area 502 on which the game may be displayed to the player (e.g., a gameboard of the game). The game display area 502 may display the player's moves and the opponent's moves.


A player may initiate gameplay with an opponent in a variety of manners via the game user interface 500. When a request to initiate gameplay is sent via the game user interface 500, the game networking system 108.2 depicted in FIG. 3 may process the request by sending a challenge request to the requested opponent. In some embodiments, the opponent has the option to accept or decline the game. The game is initiated when the opponent accepts the challenge request.


In some embodiments, a player may request game play against an opponent randomly chosen for the player by selecting the Challenge Random Player button 504. When the Challenge Random Player button 504 is selected, the user input interface module 315 of the game networking system 108.2 may receive the request for a random opponent. In response, the game networking system 108.2 may select a random opponent for the player to play, and the game engine 305 may generate a game between the player and the randomly selected opponent. The opponent may be selected by the game networking system 108.2 in any manner. In some embodiments, the game networking system 108.2 may select any opponent at random, whether the opponent is available or unavailable to play at the time the request was sent by the player. In that case, the game mode for the game may be determined based on the opponent's availability to play the game. In some embodiments, the game networking system 108.2 may select any available to play so that a game can be played in the synchronous mode. In some embodiments, the game networking system 108.2 may select an opponent based on a matchmaking algorithm for matching the player with an appropriate opponent. The matchmaking algorithm can be any algorithm for matching players using any criteria, such as skill level, demographics (age, gender, ethnicity, etc.), and the like. When a match has been found, the game engine 305 may generate a game between the matched players.


In some embodiments, a player may initiate a game against an opponent who is part of the player's social network. The game user interface 500 may include a list of friends 506 that includes people who are part of the player's social network. The list of friends 506 may include online friends 508 and offline friends 510. In some embodiments, a player may initiate a game against an opponent that is part of the player's social network by selecting the opponent's name in the list of friends 506. If the player selects an online friend 508, a game may be initiated in the synchronous mode. If the player selects an offline friend 510, a game may be initiated in the asynchronous mode.



FIG. 6 is an interface diagram illustrating an example game user interface 600 for initiating gameplay and playing a game. The game user interface 600 may be used in a similar manner to the game user interface 500 depicted in FIG. 5. Similar to FIG. 5, the game user interface 600 includes a Challenge Random Player button 606 and a list of friends 608, which may include online friends 610 and offline friends 612.


The game user interface 600 may also include a Player A game display area 602 and a Player B game display area 604. Although display areas for two players are depicted in FIG. 6, any number of display areas may be included in the game user interface 600. The Player A game display area 602 and a Player B game display area 604 may be included in the game user interface 600 so that the players may simultaneously view a game being played between Player A and Player B. For example, if a game is being played in the synchronous mode or in the mock real-time asynchronous mode, Player A may be able to view Player A's game via the Player A game display area 602 as well as the game being played by Player B via the Player B game display area 604.


Storing Game-Related Data

A database may store any data relating to gameplay within a game networking system 108.2. The database may include records 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 on the player's virtual gameboard, and the like. Player game state may also include in-game objectives for the player (e.g., new objectives, current objectives, completed objectives, 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 records 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 gameplay 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 system 108.2 may 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 system 108.2 may determine reputation-related information for the player based on user-generated content (UGC) from the player or the player's Nth degree 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 gameplay, 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 system 108.2 may determine the player's likelihood to lead value based on information from other players that interact with this player. For example, the game networking system 108.2 may 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 system 108.2 may 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 system 108.2 may 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 system 108.2 may 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.


Example Game Systems, Social Networks, and Social Graphs

In a multiplayer game, players control player characters (PCs), a game engine controls non-player characters (NPCs), and the game engine also manages player character state and tracks states for currently active (e.g., online) players and currently inactive (e.g., offline) players. A player character may have a set of attributes and a set of friends associated with the player character. As used herein, the terms “state” and “attribute” can be used interchangeably to 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. The game engine may use a player character state to determine the outcome of a game event, sometimes also considering set variables or random variables. Generally, an outcome is more favorable to a current player character (or player characters) 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.


A game event may be an outcome of an engagement, a provision of access, rights and/or benefits or the obtaining of some assets (e.g., health, money, strength, inventory, land, etc.). A game engine may determine the outcome of a game event according to game rules (e.g., “a character with less than 5 health points will be prevented from initiating an attack”), based on a character's state and possibly also interactions of other player characters and a random calculation. Moreover, an engagement may include simple tasks (e.g., cross the river, shoot at an opponent), complex tasks (e.g., win a battle, unlock a puzzle, build a factory, rob a liquor store), or other events.


In a game system according to aspects of the present disclosure, in determining the outcome of a game event in a game being played by a player (or a group of more than one players), the game engine may take into account the state of the player character (or group of PCs) that is playing, but also the state of one or more PCs of offline/inactive players who are connected to the current player (or PC, or group of PCs) through the game social graph but are not necessarily involved in the game at the time.


For example, Player A with six friends on Player A's team (e.g., the friends that are listed as being in the player's mob/gang/set/army/business/crew/etc. depending on the nature of the game) may be playing the virtual game and choose to confront Player B who has 20 friends on Player B's team. In some embodiments, a player may only have first-degree friends on the player's team. In other embodiments, a player may also have second-degree and higher degree friends on the player's team. To resolve the game event, in some embodiments the game engine may total up the weapon strength of the seven members of Player A's team and the weapon strength of the 21 members of Player B's team and decide an outcome of the confrontation based on a random variable applied to a probability distribution that favors the side with the greater total. In some embodiments, all of this may be done without any other current active participants other than Player A (e.g., Player A's friends, Player, B, and Player B's friends could all be offline or inactive). In some embodiments, the friends in a player's team may see a change in their state as part of the outcome of the game event. In some embodiments, the state (assets, condition, level) of friends beyond the first degree are taken into account.


Example Game Networking Systems

A virtual game may be hosted by the game networking system 108.2 of FIG. 3, which can be accessed using any suitable connection 110 of FIG. 1 with a suitable client device 104 of FIG. 1. A player may have a game account on the game networking system 108.2, wherein the game account may 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, etc.). In some embodiments, a player may play multiple games on the game networking system 108.2, which may maintain a single game account for the player with respect to the multiple games, or multiple individual game accounts for each game with respect to the player. In some embodiments, the game networking system 108.2 may assign a unique identifier to a player 102 of FIG. 1 of a virtual game hosted on the game networking system 108.2. The game networking system 108.2 may determine that the player 102 is accessing the virtual game by reading the user's cookies, which may be appended to HTTP requests transmitted by the client device 104, and/or by the player 102 logging onto the virtual game.


In some embodiments, the player 102 accesses a virtual game and control the game's progress via the client device 104 (e.g., by inputting commands to the game at the client device 104). The client device 104 can display the game interface, receive inputs from the player 102, transmit 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, the client device 104, the social networking system 108.1 of FIG. 1, the game networking system 108.2, or the communication system 108.3 of FIG. 1). For example, the client device 104 may download client components of a virtual game, which are executed locally, while a remote game server, such as the game networking system 108.2, provides backend support for the client components and may be responsible for maintaining application data of the game, processing the inputs from the player 102, updating and/or synchronizing the game state based on the game logic and each input from the player 102, and transmitting instructions to the client device 104. As another example, when the player 102 provides an input to the game through the client device 104 (such as, for example, by typing on the keyboard or clicking the mouse of the client device 104), the client components of the game may transmit the player's input to the game networking system 108.2.


In some embodiments, the player 102 accesses particular game instances of a virtual game. A game instance is a copy of a specific gameplay area that is created during runtime. In some embodiments, a game instance is a discrete gameplay area where one or more players 102 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.


In some 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. For example, 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 some embodiments, a game instance associated with a specific player is only accessible by that specific player. For example, a first player may access a first game instance when playing a virtual game, and this first game instance may be inaccessible to all other players. In other embodiments, a game instance associated with a specific player is accessible by one or more other players, either synchronously or asynchronously with the specific player's gameplay. For example, 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 some embodiments, the set of in-game actions available to a specific player is different in a game instance that is associated with this player compared to a game instance that is not associated with this player. The set of in-game actions available to a specific player in a game instance associated with this player may be a subset, superset, or independent of the set of in-game actions available to this player in a game instance that is not associated with him. For example, a first player may be associated with Blackacre Farm in an online farming game, and may be able to plant crops on Blackacre Farm. If the first player accesses a 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 some embodiments, a game engine interfaces 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 some embodiments, a unique client identifier may be assigned to individual users in the social graph. This disclosure assumes that at least one entity of a social graph is a player or player character in a multiplayer game.


In some embodiments, the social graph is managed by the game networking system 108.2, which is managed by the game operator. In other embodiments, the social graph is part of a social networking system 108.1 managed by a third party (e.g., Facebook, Friendster, Myspace). In yet other embodiments, the player 102 has a social network on both the game networking system 108.2 and the social networking system 108.1, wherein the player 102 can have a social network on the game networking system 108.2 that is a subset, superset, or independent of the player's social network on the social networking system 108.1. In such combined systems, game network system 108.2 can 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 the social networking system 108.1, the game networking system 108.2, or both.


Example Systems and Methods

Returning to FIG. 2, the Player 201 may be associated, connected or linked to various other users, or “friends,” within the out-of-game social network 250. These associations, connections or links can track relationships between users within the out-of-game social network 250 and 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, the details of out-of-game social network 250 are described in relation to Player 201. As used herein, the terms “player” and “user” can be used interchangeably and can refer to any user in an online multiuser game system or social networking system. As used herein, the term “friend” can mean any node within a player's social network.


As shown in FIG. 2, Player 201 has direct connections with several friends. When Player 201 has a direct connection with another individual, that connection is referred to as a first-degree friend. In out-of-game social network 250, Player 201 has two first-degree friends. That is, Player 201 is directly connected to Friend 11 211 and Friend 21 221. In social graph 200, it is possible for individuals to be connected to other individuals through their first-degree friends (e.g., friends of friends). As described above, the number of edges in a minimum path that connects a player to another user is considered the degree of separation. For example, FIG. 2 shows that Player 201 has three second-degree friends to which Player 201 is connected via Player 201's connection to Player 201's first-degree friends. Second-degree Friend 12 212 and Friend 22 222 are connected to Player 201 via Player 201's first-degree Friend 11 211. The limit on the depth of friend connections, or the number of degrees of separation for associations, that Player 201 is allowed is typically dictated by the restrictions and policies implemented by the social networking system 108.1.


In various embodiments, Player 201 can have Nth-degree friends connected to him through a chain of intermediary degree friends as indicated in FIG. 2. For example, Nth-degree Friend 1N 219 is connected to Player 201 within in-game social network 260 via second-degree Friend 32 232 and one or more other higher-degree friends.


In some embodiments, a player (or player character) has a social graph within a multiplayer game that is maintained by the game engine and another social graph maintained by a separate social networking system. FIG. 2 depicts an example of in-game social network 260 and out-of-game social network 250. In this example, Player 201 has out-of-game connections 255 to a plurality of friends, forming out-of-game social network 250. Here, Friend 11 211 and Friend 21 221 are first-degree friends with Player 201 in Player 201's out-of-game social network 250. Player 201 also has in-game connections 265 to a plurality of players, forming in-game social network 260. Here, Friend 21 221, Friend 31 231, and Friend 41 241 are first-degree friends with Player 201 in Player 201's in-game social network 260. In some embodiments, a game engine can access in-game social network 260, out-of-game social network 250, or both.


In some embodiments, the connections in a player's in-game social network are formed both explicitly (e.g., when users “friend” each other) and implicitly (e.g., when the 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 (e.g., in disintermediated interactions or the like), but that could be the case.



FIG. 7 is a diagrammatic representation of an example data flow between example components of an example system 700. One or more of the components of the example system 700 may correspond to one or more of the components of the example system 100 of FIG. 1. In some embodiments, system 700 includes a client system 730, a social networking system 720a, and a game networking system 720b. The components of system 700 can 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. The client system 730, the social networking system 720a, and the game networking system 720b may have one or more corresponding data stores such as the local data store 725, the social data store 745, and the game data store 765, respectively.


The client system 730 may receive and transmit data 723 to and from the game networking system 720b. This data can include, for example, a web page, a message, a game input, a game display, a HTTP packet, a data request, transaction information, and other suitable data. At some other time, or at the same time, the game networking system 720b may communicate data 743, 747 (e.g., game state information, game system account information, page info, messages, data requests, updates, etc.) with other networking systems, such as the social networking system 720a (e.g., FACEBOOK, MYSPACE, etc.). The client system 730 can also receive and transmit data 727 to and from the social networking system 720a. This data can include, for example, web pages, messages, social graph information, social network displays, HTTP packets, data requests, transaction information, updates, and other suitable data.


Communication between the client system 730, the social networking system 720a, and the game networking system 720b can occur over any appropriate electronic communication medium or network using any suitable communications protocols. For example, the client system 730, 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 some embodiments, an instance of a virtual game is 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 some 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 a virtual game on the game networking system 720b, the BLOB containing the game state for the instance corresponding to the player may be transmitted to the client system 730 for use by a client-side executed object to process. In some embodiments, the client-side executable is 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 the client system 730 maintains 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 the game networking system 720b. Game networking system 720b may itself operate by retrieving a copy of the BLOB from a database or an intermediate memory cache (memcache) layer. The game networking system 720b can also deserialize 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. The game networking system 720b may 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.


In some embodiments, a computer-implemented game is 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 the client system 730. For example, a client application downloaded to the client system 730 may operate to serve a set of web pages to a player. As another example, a virtual 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 some embodiments, the virtual game is implemented using ADOBE™ FLASH™-based technologies. As an example, 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 some embodiments, one or more described web pages is associated with or accessed by the social networking system 720a. 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 some embodiments, each application datum may have a name and a value, and the value of the application datum may change (e.g., be updated) at any time. When an update to an application datum occurs at the client system 730, either caused by an action of a game player or by the game logic itself, the client system 730 may need to inform the game networking system 720b of 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.


In some embodiments, one or more objects of a game may be represented as any one of an ADOBE™ FLASH™ object, MICROSOFT™ SILVERLIGHT™ object, HTML 5 object, etc. 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 some embodiments, the client system 730 may 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, the social networking system 720a or the game networking system 720b). In some embodiments, the FLASH™ client is run in a browser client executed on the client system 730. A player can interact with FLASH™ objects using the client system 730 and 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 making various changes and updates to the associated FLASH™ objects.


In some embodiments, in-game actions are 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 some 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 the client system 730, the FLASH™ client may send the events that caused the game state changes to the in-game object to the game networking system 720b. 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 the game networking system 720b based on server loads or other factors. For example, client system 730 may send a batch file to the game networking system 720b whenever 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 virtual 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 some embodiments, each application datum has a name and a value. The value of an application datum may change at any time in response to the gameplay of a player or in response to the game engine (e.g., based on the game logic). In some embodiments, an application data update occurs when the value of a specific application datum is changed.


In some embodiments, when a player plays a virtual game on the client system 730, the game networking system 720b serializes 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 may store 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 virtual game. In some embodiments, while a player is not playing the virtual 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 system 720b may retrieve the corresponding BLOB from the database to determine the most-recent values of the game-related data. In some embodiments, while a player is playing the virtual game, the game networking system 720b also loads 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.


Various embodiments may operate in a wide area network environment, such as the Internet, including multiple network addressable systems. FIG. 8 is a schematic diagram showing an example network environment 800, in which various example embodiments may operate. Network cloud 860 generally represents one or more interconnected networks, over which the systems and hosts described herein can communicate. Network cloud 860 may include packet-based wide area networks (such as the Internet), private networks, wireless networks, satellite networks, cellular networks, paging networks, and the like. As FIG. 8 illustrates, various embodiments may operate in a network environment 800 comprising one or more networking systems, such as a social networking system 820a, a game networking system 820b, and one or more client systems 830. The components of the social networking system 820a and the game networking system 820b operate analogously; as such, hereinafter they may be referred to simply as the networking system 820. The client systems 830 are operably connected to the network environment 800 via a network service provider, a wireless carrier, or any other suitable means.


The networking system 820 is a network addressable system that, in various example embodiments, comprises one or more physical servers 822 and data stores 824. The one or more physical servers 822 are operably connected to computer network cloud 860 via, by way of example, a set of routers and/or networking switches 826. In an example embodiment, the functionality hosted by the one or more physical servers 822 may 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.


The physical servers 822 may host functionality directed to the operations of the networking system 820. Hereinafter servers 822 may be referred to as server 822, although the server 822 may include numerous servers hosting, for example, the networking system 820, as well as other content distribution servers, data stores, and databases. Data store 824 may store content and data relating to, and enabling, operation of, the networking system 820 as digital data objects. A data object, in some 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 store 824 corresponds 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 store 824 may generally include one or more of a large class of data storage and management systems. In some embodiments, data store 824 may 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 store 824 includes one or more servers, databases (e.g., MySQL), and/or data warehouses. Data store 824 may include data associated with different networking system 820 users and/or client systems 830.


The client system 830 is generally a computer or computing device including functionality for communicating (e.g., remotely) over a computer network. The client system 830 may 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 system 830 may execute one or more client applications, such as a Web browser.


When a user at a client system 830 desires to view a particular webpage (hereinafter also referred to as target structured document) hosted by the networking system 820, the user's web browser, or other document rendering engine or suitable client application, formulates and transmits a request to the networking system 820. 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, a timestamp identifying when the request was transmitted, and/or location information identifying a geographic location of the user's client system 830 or a logical network location of the user's client system 830.


Although the example network environment 800 described above and illustrated in FIG. 8 is described with respect to the social networking system 820a and the game networking system 820b, this disclosure encompasses any suitable network environment using any suitable systems. For example, a 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.



FIG. 9 is a block diagram illustrating an example computing system architecture, which may be used to implement a server 822 or a client system 830 both of FIG. 8. In one embodiment, the hardware system 900 comprises a processor 902, a cache memory 904, and one or more executable modules and drivers, stored on a tangible computer-readable storage medium, directed to the functions described herein. Additionally, the hardware system 900 may include a high performance input/output (I/O) bus 906 and a standard I/O bus 908. A host bridge 910 may couple the processor 902 to the high performance I/O bus 906, whereas the I/O bus bridge 912 couples the two buses 906 and 908 to each other. A system memory 914 and one or more network/communication interfaces 916 may couple to the bus 906. The hardware system 900 may further include video memory (not shown) and a display device coupled to the video memory. Mass storage 918 and I/O ports 920 may couple to the bus 908. The hardware system 900 may optionally include a keyboard, a pointing device, and a display device (not shown) coupled to the bus 908. Collectively, these elements are intended to represent a broad category of computer hardware systems.


The elements of the hardware system 900 are described in greater detail below. In particular, the network interface 916 provides communication between the hardware system 900 and any of a wide range of networks, such as an Ethernet (e.g., IEEE 802.3) network, a backplane, etc. The mass storage 918 provides permanent storage for the data and programming instructions to perform the above-described functions implemented in servers 822 of FIG. 8, whereas system memory 914 (e.g., DRAM) provides temporary storage for the data and programming instructions when executed by the processor 902. I/O ports 920 are one or more serial and/or parallel communication ports that provide communication between additional peripheral devices, which may be coupled to the hardware system 900.


The hardware system 900 may include a variety of system architectures and various components of the hardware system 900 may be rearranged. For example, cache memory 904 may be on-chip with the processor 902. Alternatively, the cache memory 904 and the processor 902 may be packed together as a “processor module,” with processor 902 being referred to as the “processor core.” Furthermore, certain embodiments of the present disclosure may neither require nor include all of the above components. For example, the peripheral devices shown coupled to the standard I/O bus 908 may couple to the high performance I/O bus 906. In addition, in some embodiments, only a single bus may exist, with the components of the hardware system 900 being coupled to the single bus. Furthermore, the hardware system 900 may include additional components, such as additional processors, storage devices, or memories.


An operating system manages and controls the operation of the hardware system 900, 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.


Furthermore, the above-described elements and operations may comprise 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 may be 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.


Certain embodiments are described herein as including logic or a number of components, modules, or mechanisms. Modules may constitute either software modules (e.g., code embodied (1) on a non-transitory machine-readable medium or (2) in a transmission signal) or hardware-implemented modules. A hardware-implemented module is tangible unit capable of performing certain operations and may be configured or arranged in a certain manner. In example embodiments, one or more computer systems (e.g., a standalone, client or server computer system) or one or more processors may be configured by software (e.g., an application or application portion) as a hardware-implemented module that operates to perform certain operations as described herein.


In various embodiments, a hardware-implemented module may be implemented mechanically or electronically. For example, a hardware-implemented module may comprise dedicated circuitry or logic that is permanently configured (e.g., as a special-purpose processor, such as a field programmable gate array (FPGA) or an application-specific integrated circuit (ASIC)) to perform certain operations. A hardware-implemented module may also comprise programmable logic or circuitry (e.g., as encompassed within a general-purpose processor or other programmable processor) that is temporarily configured by software to perform certain operations. It will be appreciated that the decision to implement a hardware-implemented module mechanically, in dedicated and permanently configured circuitry, or in temporarily configured circuitry (e.g., configured by software) may be driven by cost and time considerations.


Accordingly, the term “hardware-implemented module” should be understood to encompass a tangible entity, be that an entity that is physically constructed, permanently configured (e.g., hardwired) or temporarily or transitorily configured (e.g., programmed) to operate in a certain manner and/or to perform certain operations described herein. Considering embodiments in which hardware-implemented modules are temporarily configured (e.g., programmed), each of the hardware-implemented modules need not be configured or instantiated at any one instance in time. For example, where the hardware-implemented modules comprise a general-purpose processor configured using software, the general-purpose processor may be configured as respective different hardware-implemented modules at different times. Software may accordingly configure a processor, for example, to constitute a particular hardware-implemented module at one instance of time and to constitute a different hardware-implemented module at a different instance of time.


Hardware-implemented modules can provide information to, and receive information from, other hardware-implemented modules. Accordingly, the described hardware-implemented modules may be regarded as being communicatively coupled. Where multiple of such hardware-implemented modules exist contemporaneously, communications may be achieved through signal transmission (e.g., over appropriate circuits and buses) that connect the hardware-implemented modules. In embodiments in which multiple hardware-implemented modules are configured or instantiated at different times, communications between such hardware-implemented modules may be achieved, for example, through the storage and retrieval of information in memory structures to which the multiple hardware-implemented modules have access. For example, one hardware-implemented module may perform an operation, and store the output of that operation in a memory device to which it is communicatively coupled. A further hardware-implemented module may then, at a later time, access the memory device to retrieve and process the stored output. Hardware-implemented modules may also initiate communications with input or output devices, and can operate on a resource (e.g., a collection of information).


The various operations of example methods described herein may be performed, at least partially, by one or more processors that are temporarily configured (e.g., by software) or permanently configured to perform the relevant operations. Whether temporarily or permanently configured, such processors may constitute processor-implemented modules that operate to perform one or more operations or functions. The modules referred to herein may, in some example embodiments, comprise processor-implemented modules.


Similarly, the methods described herein may be at least partially processor-implemented. For example, at least some of the operations of a method may be performed by one or processors or processor-implemented modules. The performance of certain of the operations may be distributed among the one or more processors, not only residing within a single machine, but deployed across a number of machines. In some example embodiments, the processor or processors may be located in a single location (e.g., within a home environment, an office environment or as a server farm), while in other embodiments the processors may be distributed across a number of locations.


The one or more processors may also operate to support performance of the relevant operations in a “cloud computing” environment or as a “software as a service” (SaaS). For example, at least some of the operations may be performed by a group of computers (as examples of machines including processors), these operations being accessible via a network (e.g., the Internet) and via one or more appropriate interfaces (e.g., Application Program Interfaces (APIs).)


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 embodiments 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: generating a first game instance of a computer-implemented game of a first player and a second player including generating the first game instance in a first mode being associated with an availability of the second player to play the computer-implemented game;providing, to a client device of the first player, first display data to display the first game instance of the computer-implemented game in the first mode;identifying a change in the availability of the second player;generating a second game instance of the computer-implemented game including generating the second game instance in a second mode being associated with the change in the availability of the second player; andproviding, to the client device of the first player, second display data to display the second game instance of the computer-implemented game in the second mode.
  • 2. The method of claim 1, further comprising: receiving, from the client device of the first player, a request to compete in the computer-implemented game against the second player; andidentifying the availability of the second player in response to the request.
  • 3. The method of claim 1, wherein the first game instance in the first mode is generated based on the second player being unavailable to play the computer-implemented game and wherein the second game instance in the second mode is generated when the second player becomes available to play the computer-implemented game.
  • 4. The method of claim 3, wherein the first mode is an asynchronous mode and wherein the second mode is a synchronous mode.
  • 5. The method of claim 1, wherein the first game instance in the first mode is generated based on the second player being available to play the computer-implemented game and wherein the second game instance in the second mode is generated when the second player becomes unavailable to play the computer-implemented game.
  • 6. The method of claim 5, wherein the first mode is a synchronous mode and wherein the second mode is an asynchronous mode.
  • 7. The method of claim 1, further comprising: identifying a second change in the availability of the second player; andgenerating a third game instance of the computer-implemented game including generating the third game instance in the first mode being associated with the second change in the availability of the second player.
  • 8. The method of claim 1, wherein the first mode is an asynchronous mode and wherein providing the first display data to display the first game instance includes providing display data to display a set of moves from a prior game of the second player.
  • 9. A machine-readable storage medium storing instructions which, when executed by one or more processors, cause the one or more processors to perform operations, comprising: generating a first game instance of a computer-implemented game of a first player and a second player including generating the first game instance in a first mode being associated with an availability of the second player to play the computer-implemented game;providing, to a client device of the first player, first display data to display the first game instance of the computer-implemented game in the first mode;identifying a change in the availability of the second player;generating a second game instance of the computer-implemented game including generating the second game instance in a second mode being associated with the change in the availability of the second player; andproviding, to the client device of the first player, second display data to display the second game instance of the computer-implemented game in the second mode.
  • 10. The machine-readable storage medium of claim 9, wherein the instructions further cause the one or more processors to perform further operations, comprising: receiving, from the client device of the first player, a request to compete in the computer-implemented game against the second player; andidentifying the availability of the second player in response to the request.
  • 11. The machine-readable storage medium of claim 9, wherein the instructions further cause the one or more processors to perform further operations, comprising: identifying a second change in the availability of the second player; andgenerating a third game instance of the computer-implemented game including generating the third game instance in the first mode being associated with the second change in the availability of the second player.
  • 12. The machine-readable storage medium of claim 9, wherein the first game instance in the first mode is generated based on the second player being unavailable to play the computer-implemented game and wherein the second game instance in the second mode is generated when the second player becomes available to play the computer-implemented game.
  • 13. The machine-readable storage medium of claim 9, wherein the first game instance in the first mode is generated based on the second player being available to play the computer-implemented game and wherein the second game instance in the second mode is generated when the second player becomes unavailable to play the computer-implemented game.
  • 14. A game networking system, comprising: a hardware-implemented game engine configured to generate a first game instance of a computer-implemented game of a first player and a second player, wherein the first game instance is generated in a first game mode being associated with an availability of the second player to play the computer-implemented game;a hardware-implemented user display module configured to provide, to a client device of the first player, first display data to display the first game instance of the computer-implemented game in the first mode; anda hardware-implemented mode determination module configured to identify a change in the availability of the second player, wherein the hardware-implemented game engine is further configured to generate a second game instance of the computer-implemented game, wherein the second game instance is generated in a second mode being associated with the change in the availability of the second player, andwherein the hardware-implemented user display module is further configured to provide, to the client device of the first player, second display data to display the second game instance of the computer-implemented game in the second mode.
  • 15. The game networking system of claim 14, wherein the first game instance in the first mode is generated based on the second player being unavailable to play the computer-implemented game and wherein the second game instance in the second mode is generated when the second player becomes available to play the computer-implemented game.
  • 16. The game networking system of claim 15, wherein the first mode is an asynchronous mode and wherein the second mode is a synchronous mode.
  • 17. The game networking system of claim 14, wherein the first game instance in the first mode is generated based on the second player being available to play the computer-implemented game and wherein the second game instance in the second mode is generated when the second player becomes unavailable to play the computer-implemented game.
  • 18. The game networking system of claim 17, wherein the first mode is a synchronous mode and wherein the second mode is an asynchronous mode.
  • 19. The game networking system of claim 14, wherein the first mode is an asynchronous mode and wherein the first display data includes display data to display a set of moves from a prior game of the second player.
  • 20. The game networking system of claim 14, further comprising: a hardware-implemented user input module configured to receive, from the client device of the first player, a request to compete in the computer-implemented game against the second player, wherein the hardware-implemented mode determination module is further configured to identify the availability of the second player in response to the request.
CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims the benefit of U.S. Provisional Application No. 61/604,442, filed Feb. 28, 2012, entitled “Mock Real-time Gameplay,” which is incorporated herein by reference in its entirety.

Provisional Applications (2)
Number Date Country
61604442 Feb 2012 US
61707403 Sep 2012 US