Gesture to button sequence as macro
US-2024424390-A1 · Dec 26, 2024 · US
US9604145B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9604145-B2 |
| Application number | US-201514923407-A |
| Country | US |
| Kind code | B2 |
| Filing date | Oct 26, 2015 |
| Priority date | Jul 26, 2012 |
| Publication date | Mar 28, 2017 |
| Grant date | Mar 28, 2017 |
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Official abstract text for this publication.
Software at an online game website assigns to a player of a massively multiplayer online (MMO) game a first game task in a conditional series of game tasks. The assignment is based at least in part on a measure of difficulty associated with the first game task. The measure of difficulty depends on a profile associated with the player that includes an Active Social Network (ASN) metric as determined by data that has been read from an in-memory database and that has been retrieved from a social networking website through an application programming interface (API) exposed by the social networking website. Then the software provides a reward to the player upon termination of the conditional series of game tasks. The reward depends at least in part on the game tasks in the conditional series of game tasks that were completed by the player.
Opening claim text (preview).
What is claimed: 1. A method, comprising the operations of: assigning to a player of a massively multiplayer online (MMO) game a first game task in a conditional series of game tasks, wherein the assignment is based at least in part on a measure of difficulty associated with the first game task, wherein the measure of difficulty depends on a profile associated with the player that includes an Active Social Network (ASN) metric as determined by data that has been read from an in-memory database and that has been retrieved from a social networking website through an application programming interface (API) exposed by the social networking website, wherein the ASN metric is a count of friends of the player on the social networking website with whom the player has had a reciprocal interaction loop within a duration window that is within a recency period; and providing a reward to the player upon termination of the conditional series of game tasks, wherein the reward depends at least in part on the game tasks in the conditional series of game tasks that were completed by the player and wherein each operation of the method is executed by one or more processors. 2. A method as in claim 1 , wherein the first game task includes a specified duration. 3. A method as in claim 2 , further comprising the operation of: determining whether the player completed the first game task within the specified duration. 4. A method as in claim 3 , further comprising the operation of: assigning the player a second game task in the conditional series of game tasks that is less difficult to complete than the first game task, if the player did not complete the first game task within the specified duration. 5. A method as in claim 3 , further comprising the operation of: assigning the player a third game task in the conditional series of game tasks that is more difficult to complete than the first game task, if the player completed the first game task within the specified duration. 6. The method of claim 1 , wherein friends are persons associated with the player by an access control list maintained by the social networking website. 7. The method of claim 1 , wherein the reciprocal interaction loop occurs through an initial message and a response message. 8. The method of claim 1 , wherein the reciprocal interaction loop occurs through an initial message and an action in response to the message. 9. One or more computer-readable storage media that are non-transitory and that store a program, wherein the program, when executed, instructs one or more processors to perform the following operations: assign to a player of a massively multiplayer online (MMO) game a first game task in a conditional series of game tasks, wherein the assignment is based at least in part on a measure of difficulty associated with the first game task, wherein the measure of difficulty depends on a profile associated with the player that includes an Active Social Network (ASN) metric as determined by data that has been read from an in-memory database and that has been retrieved from a social networking website through an application programming interface (API) exposed by the social networking website, wherein the ASN metric is a count of friends of the player on the social networking website with whom the player has had a reciprocal interaction loop within a duration window that is within a recency period; and provide a reward to the player upon termination of the conditional series of game tasks, wherein the reward depends at least in part on the game tasks in the conditional series of game tasks that were completed by the player. 10. Computer-readable storage media as in claim 9 , wherein the first game task includes a specified duration. 11. Computer-readable storage media as in claim 10 , further comprising the operation of: determine whether the player completed the first game task within the specified duration. 12. Computer-readable storage media as in claim 11 , further comprising the operation of: assign the player a second game task in the conditional series of game tasks that is less difficult to complete than the first game task, if the player did not complete the first game task within the specified duration. 13. Computer-readable storage media as in claim 9 , further comprising the operation of: assign the player a third game task in the conditional series of game tasks that is more difficult to complete than the first game task, if the player completed the first game task within the specified duration. 14. Computer-readable storage media as in claim 9 , wherein friends are persons associated with the player by an access control list maintained by the social networking website. 15. Computer-readable storage media as in claim 9 , wherein the reciprocal interaction loop occurs through an initial message and a response message. 16. Computer-readable storage media as in claim 9 , wherein the reciprocal interaction loop occurs through an initial message and an action in response to the message. 17. A method, comprising the operations of: assigning to a player of a massively multiplayer online (MMO) game a first game task in a conditional series of game tasks, wherein the assignment is based at least in part on a measure of difficulty associated with the first game task, wherein the measure of difficulty depends on a profile associated with the player that includes an Active Social Network (ASN) metric as determined by data that has been read from an in-memory database and that has been retrieved from a social networking website through an application programming interface (API) exposed by the social networking website, wherein the ASN metric is a count of friends of the player on the social networking website with whom the player has had a reciprocal interaction loop within a duration window that is within a recency period, and wherein friends are persons associated with the player by an access control list maintained by the social networking website; and providing a reward to the player upon termination of the conditional series of game tasks, wherein the reward depends at least in part on the game tasks in the conditional series of game tasks that were completed by the player and wherein each operation of the method is executed by one or more processors. 18. A method as in claim 17 , wherein the reciprocal interaction loop occurs through an initial message and a response message. 19. The method of claim 17 , wherein friends are persons associated with the player by an access control list maintained by the social networking website. 20. The method of claim 17 , wherein the reciprocal interaction loop occurs through an initial message and an action in response to the message.
involving timing of operations, e.g. performing an action within a time slot · CPC title
adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use · CPC title
Storage media specially adapted for storing game information, e.g. video game cartridges · CPC title
for finding other players; for building a team; for providing a buddy list · CPC title
Human Necessities · mapped topic
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