Patent ID: 8898252

Claim:
A computer-implemented method comprising: accessing social network information of a player of a computer-implemented game; identifying, using at least one processor of a machine, one or more non-active players from the social network information, the one or more non-active players each having a minimum number of unreciprocated communications and a maximum number of reciprocated communications with the player within a time duration; generating a recommendation of one or more recommended players to the player based on the one or more non-active players; identifying one or more non-active players with a number of reciprocated communications with the player within an elapsed time below a threshold value; identifying one or more non-active players with at least one unreciprocated communication with the player within the elapsed time; identifying one or more non-active players who were previously included in the active social network of the player; and forming the recommendation based on the one or more non-active players with a number of reciprocated communications with the player within the elapsed time below the threshold value, the one or more non-active players with at least one unreciprocated communication with the player within the elapsed time, and the one or more non-active players who were previously included in the active social network of the player, wherein identifying the one or more non-active players from the social network information further comprises: determining a frequency of reciprocated communications within the elapsed time between the player and the other players from a social network of the player; identifying one or more active players from the social network of the player based on the frequency of the reciprocated communications within the elapsed time; and determining an active social network of the player from the one or more active players.