Patent ID: 8938499
Filing Date: 2015-01-20
Classification: A63F,G06Q,H04L

Abstract:
1. A computer-implemented method comprising: accessing social network information of a player of a computer-implemented game; identifying, using at least one processor of a machine, one or more active players from the social network information, with the one or more active players being limited to players respectively having more than a threshold number of reciprocated in-game actions with the player within an elapsed time period, each of the in-game actions being determined to be reciprocated when it is identified that a first one of the players performed a first in-game action with respect to a second player, and the second player thereafter performed a second in-game action in response to the first in-game action within a time length, the first and second players each having a respective game instance comprising a separate unique game space, the player being one of the first and second players; determining an active social network of the player from the one or more active players; identifying from the social network information one or more non-active players as players with a number of reciprocated in-game actions with the player within the elapsed time period is below the threshold number; identifying one or more of the non-active players with at least one unreciprocated in-game action with the player within the elapsed time period; identifying one or more of the non-active players who were previously included in the active social network of the player; generating a recommendation of one or more recommended players to the player based at least in part on generating a communication message to the one or more non-active players, the communication message comprising an invitation to join the player in the computer-implemented game.