CN101933038A - Systems and methods for making targeted recommendations using a social gaming network - Google Patents
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Abstract
Description
发明背景Background of the invention
诸如XBOX服务(华盛顿州雷蒙德市,微软公司)等用于视频游戏的在线多玩家服务允许游戏者在世界的任何地点彼此一起玩游戏或进行对抗游戏。在线多玩家服务使用户能够在该游戏服务内彼此进行交互。such as XBOX Services (Redmond, Wash., Microsoft Corporation) and other online multiplayer services for video games allow gamers to play with each other or against each other anywhere in the world. Online multiplayer services enable users to interact with each other within the gaming service.
电子商务系统努力将用户连接到该用户可能感兴趣的项目和/或服务。例如,电子商务系统可以向用户呈现推荐、建议、相关项目和/或服务等。还可以向用户示出与正在查看的项目或服务相类似的上下文广告。E-commerce systems strive to connect users to items and/or services that may be of interest to the user. For example, an e-commerce system may present recommendations, suggestions, related items and/or services, etc. to a user. The user may also be shown contextual advertisements that are similar to the item or service being viewed.
这些电子商务系统一般基于用户的购买/查看历史、其他人在该站点上进行的购买的聚类、陌生人对该用户做出的推荐等来做出推荐。然而,这些传统推荐技术没有充分利用在线多玩家游戏服务的环境中可用的、捕捉在该在线多玩家游戏服务内形成的自然社交网络的各方面的独特信息。有目标的推荐的技术可以通过充分利用关于志趣相投用户的关系的这一独特信息来改进。These e-commerce systems generally make recommendations based on the user's purchase/view history, clustering of purchases made by other people on the site, recommendations made by strangers to the user, and the like. However, these traditional recommendation techniques do not take full advantage of the unique information available in the context of an online multiplayer game service that captures aspects of the natural social network formed within the online multiplayer game service. Techniques for targeted recommendation can be improved by fully exploiting this unique information about the relationships of like-minded users.
发明概述Summary of the invention
所公开的方法和系统充分利用用户在在线多玩家游戏环境中的偏好和这些用户之间的自然社交网络关系来提供推荐,如电子商务推荐。为了说明,第一用户和第二用户可以连接到在线多玩家游戏环境。一旦连接,则用户可以与该游戏环境进行交互和/或在该游戏环境内彼此交互。The disclosed methods and systems leverage the preferences of users in an online multiplayer gaming environment and the natural social network relationships among those users to provide recommendations, such as e-commerce recommendations. To illustrate, a first user and a second user may be connected to an online multiplayer gaming environment. Once connected, users can interact with the gaming environment and/or with each other within the gaming environment.
可以跟踪指示第一用户和第二用户之间的关系的活动。该活动可以指示第一用户和第二用户之间在该在线多玩家游戏环境内的交互。例如,第一用户和第二用户可一起玩游戏,可在游戏环境内将彼此列为朋友,可参与游戏环境中的公共在线聊天等。用户可以彼此传送游戏数据,可以玩同一游戏的同一实例,可以彼此传送文本、音频或视频通信,等等。Activity indicative of a relationship between the first user and the second user can be tracked. The activity may be indicative of an interaction between the first user and the second user within the online multiplayer gaming environment. For example, a first user and a second user may play a game together, may friend each other within the gaming environment, may participate in a public online chat within the gaming environment, and the like. Users can transfer game data to each other, can play the same instance of the same game, can send text, audio, or video communications to each other, and so on.
可以接收第二用户的电子商务偏好。该电子商务偏好可以与第二用户购买和/或使用的产品和/或服务相关联。例如,该电子商务偏好可以与第二用户在该游戏环境中经常玩的游戏相关联。E-commerce preferences of the second user may be received. The e-commerce preferences may be associated with products and/or services purchased and/or used by the second user. For example, the e-commerce preferences may be associated with games that the second user frequently plays in the gaming environment.
可以使用第一和第二用户之间的活动以及第二用户的电子商务偏好来确定对于第一用户的推荐。可以用与第一用户的访问设备兼容的格式将该推荐发送到第一用户。例如,访问设备可包括游戏控制台,且推荐可包括到所推荐产品的链接,如游戏环境内的可下载游戏。The recommendations for the first user may be determined using activity between the first and second users and the second user's e-commerce preferences. The recommendation may be sent to the first user in a format compatible with the first user's access device. For example, the access device may include a game console, and the recommendations may include links to recommended products, such as downloadable games within the gaming environment.
因为第一用户和第二用户可具有在线多玩家游戏环境的自然社交网络内的已建立关系,所以他们更可能具有共同的兴趣、爱好、信仰、价值观等。因此,基于第二用户的偏好的推荐更可能与第一用户更加相关,且更可能在将第一用户与所需产品和/或服务进行连接时更有效。Because the first user and the second user may have established relationships within the natural social network of the online multiplayer gaming environment, they are more likely to share common interests, hobbies, beliefs, values, and the like. Therefore, recommendations based on the second user's preferences are more likely to be more relevant to the first user and more likely to be more effective in connecting the first user with desired products and/or services.
以上是概述,并且因此必要地包含细节的简化、一般化及省略。本领域技术人员将明白,本概述只是说明性的并且决不旨在是限制性的。The foregoing is an overview, and thus simplifications, generalizations, and omissions of detail are necessarily included. Those skilled in the art will appreciate that this summary is illustrative only and is not intended to be limiting in any way.
附图简述Brief description of the drawings
参考附图进一步描述根据本说明书的用于基于用户的行为和社交网络经由计算机化游戏环境向在线多玩家游戏服务的用户做出推荐的系统、方法、以及计算机可读介质,附图中:Systems, methods, and computer-readable media for making recommendations to users of online multiplayer gaming services via a computerized gaming environment based on user behavior and social networks in accordance with the present specification are further described with reference to the accompanying drawings, in which:
图1示出用于基于对社交在线多玩家游戏网络的使用向用户提供有目标的推荐的示例系统。1 illustrates an example system for providing targeted recommendations to users based on use of a social online multiplayer gaming network.
图2示出用于基于对社交在线多玩家游戏网络的使用向用户提供有目标的推荐的示例系统。2 illustrates an example system for providing targeted recommendations to users based on use of a social online multiplayer gaming network.
图3示出用于基于对社交在线多玩家游戏网络的使用向用户提供有目标的推荐的示例操作过程。3 illustrates an example operational process for providing targeted recommendations to users based on use of a social online multiplayer gaming network.
图4是适用于基于对社交在线多玩家游戏网络的使用向用户提供有目标的推荐的示例性计算机网络环境的框图。4 is a block diagram of an exemplary computer network environment suitable for providing targeted recommendations to users based on use of a social online multiplayer gaming network.
图5是示出可以包括在该计算机网络环境中的示例游戏控制台的框图。5 is a block diagram illustrating an example game console that may be included in the computer network environment.
图6是可以包括在该计算机网络环境中的示例计算环境的框图。6 is a block diagram of an example computing environment that may be included in the computer network environment.
图7示出处理器的一个实施例的框图。Figure 7 shows a block diagram of one embodiment of a processor.
说明性实施例的详细描述Detailed Description of Illustrative Embodiments
在以下描述和附图中阐明了某些具体细节以提供对各实施例的全面理解。相关领域的普通技术人员可以理解,他们可以无需以下描述的细节中的一个或多个而实现其他实施例。尽管在以下公开中参考了步骤和序列来描述各种方法,但是如此的描述是为了提供本发明的各实施例的清楚实现,且步骤以及步骤序列不应被认为是必需的。图1、图2和图4-7示出其中可以执行各操作过程的操作环境。图3描绘示例操作过程。Certain specific details are set forth in the following description and drawings to provide a thorough understanding of the various embodiments. Those of ordinary skill in the relevant art will understand that they can practice other embodiments without one or more of the details described below. Although various methods are described in the following disclosure with reference to steps and sequences, such description is to provide a clear implementation of the various embodiments of the invention and no step or sequence of steps should be considered necessary. 1, 2, and 4-7 illustrate operating environments in which various operating procedures may be performed. Figure 3 depicts an example operational process.
图1示出使用在线多玩家游戏环境100内的社交网络中的数据来做出推荐122。该系统包括将游戏服务器102、电子商务服务器104、推荐服务器106、第一用户的访问设备112、以及第二用户的访问设备116链接在一起的计算网络108。游戏服务器102、电子商务服务器104、以及推荐服务器106可以存在于一个物理计算设备或多个计算设备上。同样,在线多玩家游戏环境可包括单个计算服务器或联网在一起的多个这样的服务器。FIG. 1 illustrates using data in a social network within an online multiplayer gaming environment 100 to make
访问设备112、114是用户110、114可以用来连接到在线多玩家游戏环境100的计算设备。这可包括专用视频游戏控制台、被配置成在线玩游戏的通用计算机、被配置成玩简单游戏的便携式数字媒体播放器、被配置成玩简单游戏的蜂窝电话或个人数据助理,等等。通过访问数据112、116,用户110、114能够访问在线多玩家游戏环境100并能在其上参与活动。Access
在线多玩家游戏环境100是包括使用户能够彼此交互的服务的环境。例如,用户可以与另一用户一起玩游戏或进行对抗游戏,经由音频、视频和文本与另一用户聊天(实时和异步地),张贴到消息板,观看音频或视频、和以其他方式参与该服务所提供的服务。作为用户经由该环境进行交互的结果,可以形成社交网络。社交网络是由被一个或多个特定类型的相互依赖性所绑定的节点(一般是个人或组织)组成的社交结构,这些相互依赖性诸如价值观、洞察力、观念、金融交易、朋友、亲属关系、厌恶、冲突、贸易、以及web链接等。这些网络连接可以是显式的,如在两个用户将彼此添加到服务器所保持的“朋友”列表中时,或是隐式的,如在两个用户张贴到同一消息板但却未显式地将他们的消息定向到彼此时。Online multiplayer gaming environment 100 is an environment that includes services that enable users to interact with each other. For example, a user may play a game with or against another user, chat (real-time and asynchronously) with another user via audio, video, and text, post to a message board, watch audio or video, and otherwise participate in the game. Services provided by the service. As a result of user interactions via the environment, a social network may be formed. A social network is a social structure composed of nodes (usually individuals or organizations) bound by one or more interdependencies of a particular type, such as values, insights, ideas, financial transactions, friends, relatives Relationships, dislikes, conflicts, trade, and web links, etc. These network connections can be explicit, such as when two users add each other to a "friends" list maintained by the server, or implicit, such as when two users post to the same message board but do not explicitly when directing their messages to each other.
在线多玩家游戏环境的一个组件可以是电子商务服务器104。这提供了允许用户搜索、了解、和购买项目的功能。项目可以是整个游戏、游戏的附加内容,如玩的新地图、视频内容、音乐等。购买项目的功能包括与金融机构进行接口以转账来支付购买的功能。电子商务服务器可以是与在线多玩家游戏环境分开的web服务器。One component of an online multiplayer gaming environment may be an e-commerce server 104 . This provides functionality that allows users to search for, learn about, and purchase items. Items can be entire games, additional content to games such as new maps to play, video content, music, etc. The functionality to purchase items includes the functionality to interface with a financial institution to transfer funds to pay for the purchase. The e-commerce server may be a web server separate from the online multiplayer gaming environment.
在线多玩家游戏环境的另一个组件可以是游戏服务器102。这一游戏服务器可以允许用户寻找玩同一游戏的其他用户,彼此建立游戏实例,并允许共同玩该游戏。游戏服务器还跟踪诸如用户的高分、游戏中的最佳用户、联赛游戏、以及一用户对抗另一用户的记录等事情。在一个实施例中,游戏服务器帮助用户寻找一起玩游戏的其他用户,根据所选参数启动游戏,并随后在游戏发生时监视玩家之间的所有通信。在另一实施例中,游戏服务器帮助用户寻找一起玩游戏的其他用户,根据所选参数启动游戏,并且随后用户在玩游戏期间独立于游戏服务器来通信。Another component of an online multiplayer gaming environment may be a
第二用户的电子商务活动或偏好可包括第二用户所搜索的项目、第二用户查看了其细节的项目、第二用户已评级的项目、第二用户阅读了其评论的项目、以及第二用户购买的项目。指示第一用户的在线活动的数据可包括第一用户玩的游戏、第一用户观看的视频、第一用户购买的内容、第一用户使用的服务、以及第一用户的优选语言。指示第二用户的偏好的数据可包括第二用户玩的游戏、第二用户观看的视频、第二用户购买的内容、第二用户使用的服务、以及第二用户的优选语言。The e-commerce activity or preferences of the second user may include items the second user has searched for, items the second user has viewed details of, items the second user has rated, items the second user has reviewed, and Items purchased by the user. Data indicative of the first user's online activity may include games played by the first user, videos watched by the first user, content purchased by the first user, services used by the first user, and preferred languages of the first user. Data indicative of the second user's preferences may include games played by the second user, videos watched by the second user, content purchased by the second user, services used by the second user, and preferred languages of the second user.
推荐服务器106可以取得从第一用户的访问设备112提取的指示第一用户的在线活动的数据118以及从第二用户的访问设备116提取的指示第二用户的偏好的数据120,来确定随后被发送给第一用户的推荐112。推荐服务器取得这一数据并从中确定推荐,该推荐包括该服务所提供的第一用户可能感兴趣的项目。该推荐可包括要添加到朋友列表的朋友、要观看的视频、要听的歌曲、要玩的游戏、要参与的竞赛、要订阅的组、以及要进行对抗游戏的对手。例如,推荐服务器可以取得第一用户的朋友列表和该朋友列表上的许多用户都下载了新游戏的数据来向第一用户作出对该新游戏的推荐。The
图2示出用于基于对社交在线多玩家游戏环境的使用向用户提供有目标的推荐的示例系统。推荐服务器200可以在通用计算设备上实现,或在联网在一起的多个通用计算设备上实现。该服务器可包括存储第一用户在使用在线多玩家游戏环境时的活动的第一数据的存储器。该数据可以指示第一用户与第二用户之间的关系。该存储器还可存储指示第二用户的偏好的第二数据。该服务器还可包括可基于第一数据和第二数据来确定推荐并将该推荐发送给第一用户的处理器。2 illustrates an example system for providing targeted recommendations to users based on use of a social online multiplayer gaming environment. The
与推荐服务器200一起存在的有与第一用户的访问设备202的双向通信链路,其可以是在线多玩家游戏环境的一个组件。这一设备可包括游戏控制台、蜂窝电话、个人数字助理、通用计算机、以及能够玩简单游戏的便携式数字音乐播放器。Along with the
在与在线多玩家游戏环境进行交互时,用户将传达被行为数据收集组件204收集的行为数据。这一行为数据可以是第一用户传达给环境的整体信息,如用户查看了该环境的哪些部分、用户观看了哪些视频、以及用户玩了哪些游戏。该行为数据还可以是电子商务行为。While interacting with the online multiplayer gaming environment, users will communicate behavioral data collected by behavioral
该行为数据随后从行为数据收集组件发送到行为数据净化和聚集组件206。这一组件可以确定数据的哪一部分对于做出推荐是有价值的,并只传递该数据。例如,在一个实施例中,知道用户查看环境的特定部分花了多少时间对于做出推荐是没有用的,只需知道用户查看了该特定部分即可。在这种情况下,行为数据净化和聚集组件可从该数据传递关于用户查看了哪些部分的信息,而不传递用户查看每一部分所花的时间。The behavioral data is then sent from the behavioral data collection component to the behavioral data cleansing and
行为数据净化和聚集组件随后将净化数据发送到数据分析和推断引擎214。该引擎采用这一信息连同来自用户数据库208、项目数据库210以及游戏数据库的信息来向项目数据库中的每一项目分配相对权重,其中相对权重表示第一用户对该项目感兴趣的可能性。用户数据库208可包括用户集合,从而记录哪些用户与第一用户有关系和这一关系的性质,以及每一用户关于各项目的偏好。项目数据库210可包括推荐服务器所提供的项目集合,如游戏、视频、歌曲、要作为朋友的用户、以及游戏的补充内容,以及描述每一项目的信息,如标题、描述性文本、以及预览。游戏数据库可包括可在该在线多玩家游戏环境上玩的游戏的列表,并且还包括可以下载到访问设备并独立于该环境来玩的游戏。The behavioral data cleansing and aggregation component then sends the cleansed data to the data analysis and
数据分析和推断引擎214随后将其加权结果发送到推荐组件216。推荐组件取得该信息,连同用户数据库208、项目数据库210、以及游戏数据库212,并可使用这一信息来确定经由第一用户访问设备202返回给第一用户的推荐项目。在一个实施例中,推荐组件可以向第一用户返回第一用户最可能需要的项目。在另一实施例中,推荐组件可以向第一用户返回包括该用户可能感兴趣的那些项目的多个项目。例如,推荐可包括用于购买该项目的链接、关于该项目的描述性文本、该项目的标题、该项目的预览、该项目的评论、以及该项目本身(在适当时)。Data analysis and
图3示出用于基于对社交在线多玩家游戏网络的使用向用户提供有目标的推荐的示例操作流程。本领域技术人员将注意到,所公开的过程是说明性的并且构想了不同的实现。3 illustrates an example operational flow for providing targeted recommendations to users based on usage of a social online multiplayer gaming network. Those skilled in the art will note that the disclosed processes are illustrative and different implementations are contemplated.
在300,该过程流程开始。该过程可以例如响应于确定第一用户正在使用在线多玩家游戏服务而被触发。At 300, the process flow begins. The process may be triggered, for example, in response to determining that the first user is using the online multiplayer gaming service.
在302,可以跟踪第一用户在在线多玩家游戏环境内的活动。该活动可包括登录到在线多玩家游戏环境从而选择要玩的游戏的各方面,如要玩的游戏地图和/或等级。该活动可包括选择修改游戏的特征,如音乐、游戏选项、难度等级,等等。该活动可包括与在线多玩家游戏环境的其他用户进行交互的操作。例如,该活动可包括在线聊天、协作游戏、消息张贴,等等。At 302, activities of a first user within an online multiplayer gaming environment can be tracked. This activity may include logging into the online multiplayer gaming environment to select aspects of the game to play, such as game maps and/or levels to play. The activity may include choosing to modify features of the game, such as music, game options, difficulty levels, and the like. The activity may include the act of interacting with other users of the online multiplayer gaming environment. For example, the activity may include online chatting, collaborative gaming, message posting, and the like.
该活动可以指示第一用户与第二用户之间的关系。例如,第一用户和第二用户可以在一在线比赛中彼此一起玩游戏。第一和第二用户可以彼此聊天。第一和第二用户可以共同与其他用户玩游戏。第一和第二用户可以具有类似的游戏选项和/或难度等级。第一和第二用户可以是同一在线组或队伍的一部分。The activity may indicate a relationship between the first user and the second user. For example, a first user and a second user may play games with each other in an online tournament. The first and second users can chat with each other. The first and second users may jointly play the game with other users. The first and second users may have similar game options and/or difficulty levels. The first and second users may be part of the same online group or team.
在一实施例中,该活动可包括玩第一和第二用户一起玩或彼此对抗玩的游戏。该活动可包括第一用户和第二用户之间的直接音频、视频和文本通信。该活动可包括与共同朋友的交互。该活动可包括呈现第一用户和第二用户两者所共用的视频、音乐、消息板等。In an embodiment, the activity may include playing a game that the first and second users play together or against each other. The activity may include direct audio, video and text communication between the first user and the second user. The activity may include interactions with mutual friends. The activity may include presenting videos, music, message boards, etc. shared by both the first user and the second user.
跟踪可包括将关于该活动的数据存储在数据库中。该存储可包括过滤关于该活动的数据以使得该数据指示第一用户和第二用户之间的交互。Tracking can include storing data about the activity in a database. The storing may include filtering data about the activity such that the data is indicative of an interaction between the first user and the second user.
第一用户和第二用户之间的交互可包括显式交互。例如,这两个用户可将彼此添加到他们各自的朋友列表,可以一起或彼此对抗来玩游戏,可以张贴到消息板上的同一线程,和/或可以彼此直接对话,如通过即时消息收发、音频、和/或视频聊天。第一用户和第二用户之间的交互也可以是隐式的关系。例如,他们可以共享共同的朋友,玩了同一游戏,观看了同一视频,从同一时区登录,共享默认语言偏好,或对某一事物评了同一等级。The interaction between the first user and the second user may include explicit interaction. For example, the two users can add each other to their respective friend lists, can play games together or against each other, can post to the same thread on a message board, and/or can talk to each other directly, such as via instant messaging, Audio, and/or video chat. The interaction between the first user and the second user may also be an implicit relationship. For example, they may share mutual friends, play the same game, watch the same video, log in from the same time zone, share a default language preference, or rate something the same.
第一用户和第二之间的交互可以实时发生,如在音频或视频聊天会话期间或一起玩游戏时,或异步地发生,如在第一用户张贴到消息板而第二用户未使用该环境并且第二用户稍后在该消息板上进行响应而第一用户未使用该环境时。Interactions between a first user and a second can happen in real-time, such as during an audio or video chat session or while playing a game together, or asynchronously, such as when the first user posts to a message board while the second user is not using the environment And when the second user responds later on the message board while the first user is not using the environment.
在304,可以例如在推荐引擎处接收指示第二用户的偏好的第一数据。在一实施例中,第一数据包括第二用户玩的游戏、第二用户观看的视频、第二用户购买的内容、第二用户使用的服务、以及第二用户的优选语言。另外,第二用户的偏好还可包括第二用户在游戏环境内的游戏活动、第二用户在游戏环境内的电子商务活动、第二用户在游戏环境外的电子商务活动、以及第二用户在该环境内的社交活动中的任一个所表明的偏好。At 304, first data indicative of preferences of the second user may be received, eg, at a recommendation engine. In one embodiment, the first data includes games played by the second user, videos watched by the second user, content purchased by the second user, services used by the second user, and preferred language of the second user. In addition, the preferences of the second user may also include the second user's game activities within the game environment, the second user's e-commerce activities within the game environment, the second user's e-commerce activities outside the game environment, and the second user's e-commerce activities in the game environment. A preference expressed by any of the social activities within the environment.
第二用户的偏好可以是显式的。这样的显式偏好可包括回答调查、对产品进行评级、消息板张贴、视频、游戏或用户、或在民意测验时投票赞成或反对某些事物。第二用户的偏好也可以是隐式的。这样的隐式偏好可包括玩特定游戏、经常玩特定游戏、查看内容、以及将大部分时间花在该环境的特定部分上。The second user's preferences may be explicit. Such explicit preferences may include answering surveys, rating products, message board postings, videos, games or users, or voting for or against something in a poll. The second user's preferences may also be implicit. Such implicit preferences may include playing certain games, playing certain games often, viewing content, and spending most of the time in certain parts of the environment.
第二用户的偏好可以发源于该游戏系统中。源于游戏系统的这种偏好可包括下载游戏地图、与特定用户玩对抗游戏、以及玩游戏。第二用户的偏好也可以发源于该游戏系统之外。源于游戏系统之外的这种偏好可包括从电子商务网站搜索并购买产品。The second user's preferences may originate in the gaming system. Such preferences originating from the gaming system may include downloading game maps, playing against specific users, and playing games. The second user's preferences may also originate outside the gaming system. Such preferences originating outside of the gaming system may include searching for and purchasing products from e-commerce sites.
在306,可以确定基于第一数据和活动的推荐。推荐可以向第一用户建议一系列动作。例如,该推荐可推荐要添加到朋友列表的朋友、要玩的游戏、要参与的竞赛、要订阅的组、以及要进行对抗游戏的对手。At 306, a recommendation based on the first data and activity can be determined. Recommendations may suggest a series of actions to the first user. For example, the recommendation may recommend friends to add to a friend list, games to play, contests to enter, groups to subscribe to, and opponents to play against.
该在线多玩家游戏环境可以确定适用于第一用户的多个推荐。可以将呈现给用户的推荐选定为所确定的推荐中的最相关的推荐。The online multiplayer gaming environment can determine a number of recommendations applicable to the first user. The recommendations presented to the user may be selected as the most relevant of the determined recommendations.
在一实施例中,确定该推荐可包括接收指示第一用户的偏好的数据以及使推荐基于第一用户的偏好。第一用户的偏好可帮助提供更好的结果,如在第一用户示出了不想获得该用户所拥有的游戏的新游戏地图的强烈偏好的情况下。In an embodiment, determining the recommendation may include receiving data indicative of the first user's preferences and basing the recommendation on the first user's preferences. The first user's preferences can help provide better results, as in the case where the first user shows a strong preference not to get new game maps for games owned by the user.
此外,在一实施例中,可以确定推荐,即基于第一用户的社交网络的特征、经由第二用户连接到第一用户的第三用户的行为、以及第一用户的游戏环境的特征等中的任一个来确定推荐。关于第一用户的附加数据可帮助提供更好的结果。Furthermore, in an embodiment, recommendations may be determined, i.e., based on characteristics of the first user's social network, behavior of a third user connected to the first user via the second user, characteristics of the first user's gaming environment, etc. Any one of them to determine the recommendation. Additional data about the first user can help provide better results.
推荐可以基于与第一用户相关联的访问设备的通信能力来确定。访问设备可包括游戏控制台、蜂窝电话、个人数字助理、通用计算机、以及便携式数字音乐播放器。例如,在第一用户正在使用具有玩简单游戏的能力的便携式数字音乐播放器的情况下,做出歌曲或简单游戏(可以与该便携式数字音乐播放器一起使用的事物)的推荐是优选的。The recommendation may be determined based on communication capabilities of an access device associated with the first user. Access devices can include game consoles, cellular telephones, personal digital assistants, general purpose computers, and portable digital music players. For example, where the first user is using a portable digital music player with the ability to play simple games, it would be preferable to make a recommendation of a song or a simple game (things that can be used with the portable digital music player).
在一实施例中,推荐可包括针对第一用户的一系列动作的建议。这一系列动作可以是访问具有第一用户可能感兴趣的内容的消息板,或在特定时间使用该服务,如在对一游戏具有类似熟练程度的用户频繁玩该游戏时。In an embodiment, the recommendation may include a suggestion for a series of actions for the first user. This sequence of actions may be visiting a message board with content that may be of interest to the first user, or using the service at a particular time, such as when a game is played frequently by users with a similar level of proficiency in the game.
在一实施例中,确定推荐可以基于第一用户的社交网络的特征、经由第二用户连接到第一用户的第三用户的行为、以及第一用户的游戏环境的特征中的任一个。In an embodiment, determining the recommendation may be based on any of characteristics of the first user's social network, behavior of a third user connected to the first user via the second user, and characteristics of the first user's gaming environment.
在一个实施例中,确定推荐包括基于第二用户的社交网络的特征来确定推荐。第二用户的社交网络的特征可包括与第二用户相关联的朋友的数量、来自其他用户的关于第二用户的反馈、第二用户的朋友的行为、以及第二用户的朋友的朋友的行为中的任一个。In one embodiment, determining the recommendation includes determining the recommendation based on characteristics of the second user's social network. Characteristics of the second user's social network may include a number of friends associated with the second user, feedback about the second user from other users, behavior of the second user's friends, and behavior of friends of friends of the second user any of the
在一个实施例中,这一操作还包括从第一用户接收对推荐的请求。第一用户可以点击指示该用户希望看见哪些地图被推荐给该用户的链接,或在查看这样的地图时可以点击链接来显示用户可能喜欢的类似地图。在这两种情况下,这样的动作包括被发送到在线多玩家游戏环境的、第一用户对于接收推荐的请求。In one embodiment, this operation also includes receiving a request for a recommendation from the first user. The first user may click on a link indicating which maps the user would like to see recommended to the user, or while viewing such a map may click on a link to display similar maps that the user may like. In both cases, such action includes a request by the first user to receive a recommendation, sent to the online multiplayer gaming environment.
推荐系统可以使用信息过滤算法以基于该活动和关于第二用户的偏好的第一数据来确定推荐。信息过滤算法可包括协调来自多个源的多个输入以制定推荐的协作式过滤方法。例如,信息过滤算法可以是slope-one算法。The recommendation system may use an information filtering algorithm to determine recommendations based on the activity and the first data about the second user's preferences. Information filtering algorithms may include collaborative filtering methods that coordinate multiple inputs from multiple sources to formulate recommendations. For example, the information filtering algorithm may be a slope-one algorithm.
在308,可以将推荐发送给第一用户。该推荐可包括描述性对象。该描述性对象可被选定为与第一用户的访问设备的通信能力相兼容。例如,该描述性对象可包括该推荐的描述性文本、价格、标题、长度、图像,该推荐的预览,该推荐的质量等级的评级,该推荐的年代适当性(age-appropriateness)的评级,等等。At 308, the recommendation can be sent to the first user. The recommendation may include a descriptive object. The descriptive object may be selected to be compatible with the communication capabilities of the first user's access device. For example, the descriptive object may include the recommendation's descriptive text, price, title, length, image, a preview of the recommendation, a rating of the recommendation's quality level, a rating of the recommendation's age-appropriateness, etc.
该推荐可包括附加内容。例如,在推荐歌曲时,可在该推荐中包括该歌曲的简短样本。该推荐还可包括包含描述该歌曲的文本、风格信息、艺术家信息、歌曲名、艺术家的照片、或从中提取该歌曲的专辑、歌曲的长度、该歌曲的伴奏音乐视频的样本、以及其他这样的信息的描述性对象。The recommendation may include additional content. For example, when recommending a song, a short sample of the song may be included in the recommendation. The recommendation may also include text describing the song, genre information, artist information, the song title, a photo of the artist, or the album the song was taken from, the length of the song, a sample of the accompanying music video for the song, and other such A descriptive object for information.
该描述性对象可基于第一用户的访问设备的兼容性来选择。例如,第一用户的访问设备可包括游戏控制台、蜂窝电话、个人数字助理、通用计算机、以及便携式数字音乐播放器。为了说明,在第一用户使用具有播放音频文件的能力的便携式数字音乐播放器的情况下,描述性对象可包括音频信息。类似地,在第一用户的访问设备具有有限通信带宽的情况下,所选描述性对象可以具有互补的小存储大小。在一实施例中,该推荐可响应于来自第一用户的对推荐的请求来发送给第一用户。第一用户可能不希望接收未请求的推荐,但在他或她启动该过程时可能欢迎推荐。The descriptive object may be selected based on the compatibility of the first user's access device. For example, the first user's access devices may include game consoles, cellular telephones, personal digital assistants, general purpose computers, and portable digital music players. To illustrate, where the first user is using a portable digital music player that has the capability to play audio files, the descriptive object may include audio information. Similarly, where the first user's access device has limited communication bandwidth, the selected descriptive object may have a complementary small storage size. In an embodiment, the recommendation may be sent to the first user in response to a request for a recommendation from the first user. The first user may not wish to receive unsolicited recommendations, but may welcome recommendations when he or she initiates the process.
在一实施例中,推荐可包括到产品的链接。例如,该链接可以是根据超文本标记语言(HTML)、可扩展标记语言(XML)等的超链接。该链接可以便于根据推荐来购买产品和/或服务。In an embodiment, recommendations may include links to products. For example, the link may be a hyperlink according to Hypertext Markup Language (HTML), Extensible Markup Language (XML), or the like. The link may facilitate purchasing products and/or services based on the recommendation.
图4是可包括媒体可靠性的各方面的示例计算机网络的示图。计算机400a-400e可主存诸如游戏或其他应用程序等各种计算对象。虽然物理环境将连接设备示为计算机,但这一图示仅仅是出于解释目的并且可包括各种数字设备和处理器,如PDA、游戏控制台、蜂窝电话等。此外,通信网络460自身可包括多个计算机、服务器和诸如路由器之类的网络设备等。4 is a diagram of an example computer network that can include aspects of media reliability.
存在支持分布式计算环境的各种系统、组件和网络配置。例如,计算系统可以通过有线或无线系统、本地网络或广泛分布的网络连接在一起。当前,许多这样的网络耦合至因特网,后者为广泛分布的计算提供了基础结构并涵盖许多不同的网络。各实施例的诸方面可用于将计算机可读指令、代码段、应用程序等分发到各种分布式计算设备。A variety of systems, components, and network configurations exist that support distributed computing environments. For example, computing systems may be connected together by wired or wireless systems, local networks, or widely distributed networks. Currently, many such networks are coupled to the Internet, which provides the infrastructure for widely distributed computing and spans many different networks. Aspects of the various embodiments may be used to distribute computer readable instructions, code segments, application programs, etc. to various distributed computing devices.
已知网络配置的一个示例是微软连网服务。微软控制台支持到被称为Xbox的服务的家庭网络连接。Xbox是微软开发的使得游戏系统能够与其他用户通过因特网或其他网络一起游戏或进行对抗游戏的在线网络。该服务允许玩家口头地进行通信,维护记分牌等。该连接允许多玩家因特网联系。An example of a known network configuration is the Microsoft Internet service. Microsoft console support to be called Xbox service's home network connection. xbox was developed by Microsoft so that Gaming systems can interact with other An online network where users play together or against each other over the Internet or other network. The service allows players to communicate verbally, maintain scoreboards, and more. This connection allows for multiplayer Internet connection.
该网络基础结构启用了多种网络拓扑结构,诸如客户机/服务器、对等、或混合体系结构。客户机是使用不相关的另一类或组的服务的类或组的成员。因此,在计算中,客户机可以是请求由另一程序所提供的服务的进程(即,一组指令或任务)。客户机进程可以使用所请求的服务而不必知道关于另一程序或服务自身的任何工作细节。在客户机/服务器体系结构中,尤其在网络化系统中,客户机通常是访问由另一计算机(即服务器)提供的共享网络资源的计算机。服务器可以是可通过诸如因特网等远程网络访问的远程计算机系统。客户机进程可以在第一计算机系统中活动,而服务器进程可以在第二计算机系统中活动,它们通过通信介质彼此通信,从而提供分布式功能并允许多个客户机利用服务器的信息收集能力。The network infrastructure enables various network topologies, such as client/server, peer-to-peer, or hybrid architectures. A client is a member of a class or group that uses the services of another unrelated class or group. Thus, in computing, a client can be a process (ie, a set of instructions or tasks) that requests a service provided by another program. A client process can use a requested service without knowing any working details about another program or the service itself. In client/server architectures, especially networked systems, a client is typically a computer that accesses shared network resources provided by another computer (ie, a server). A server can be a remote computer system accessible through a remote network such as the Internet. A client process, which can be active in a first computer system, and a server process, which can be active in a second computer system, communicate with each other through a communications medium, thereby providing distributed functionality and allowing multiple clients to utilize the information gathering capabilities of the server.
客户机和服务器可以使用由协议层提供的功能来彼此通信。例如,超文本传输协议(HTTP)是一种结合万维网(WWW)使用的常见协议。诸如统一资源定位符(URL)或网际协议(IP)地址等计算机网络地址可被用于彼此标识服务器或客户机计算机。计算设备之间的通信可通过通信介质来提供。具体而言,客户机和服务器可经由TCP/IP连接而彼此在操作上耦合,以便进行高容量通信。Clients and servers can communicate with each other using the functions provided by the protocol layers. For example, Hypertext Transfer Protocol (HTTP) is a common protocol used in connection with the World Wide Web (WWW). Computer network addresses, such as Uniform Resource Locators (URL) or Internet Protocol (IP) addresses, can be used to identify server or client computers to each other. Communication between computing devices may be provided over a communications medium. In particular, a client and server may be operatively coupled to each other via a TCP/IP connection for high volume communication.
通常,计算机网络可包括部署在网络环境中的服务器设备和客户机设备两者(在对等环境中设备既可以是客户机也可以是服务器)。通信网络460可以是便于多个计算设备400a-400e之间的通信的LAN、WAN、内联网或因特网、或者它们的任何组合。此外,通信网络460可包括无线、有线、或无线和有线连接的组合。此外,计算机网络可包括分布式计算环境。在这种环境中,计算任务可散布在作为计算机网络中可寻址元件的多个计算设备上。Generally, a computer network can include both server devices and client devices (in a peer-to-peer environment a device can be both a client and a server) deployed in a network environment.
根据一实施例,通信网络460可以主存可从多个计算机400a-400e访问的网络服务450。网络服务450可以收集信息并跟踪计算机400a-400e的用户以向服务450的用户提供计算服务。According to an embodiment, the
图5是可实现以上技术的示例游戏控制台的框图。一般而言,处理器500是一种类型的计算设备或系统,并且是可以与这些技术一起使用的计算设备或系统的示例。在该示例场景中,处理器500包括游戏控制台,如游戏控制台。游戏控制台500所播放或读取的媒体内容可包括但不限于游戏内容和诸如电影内容、音乐内容、音频内容、视频内容、视频会议内容、和/或数字视频盘(DVD)内容等非游戏内容。游戏内容还可包括例如涉及车辆、人物、武器、符咒、等级、更新统计的数据和媒体,或游戏控制台的用户/玩家一般知道的适用于要在游戏控制台上玩的任何具体游戏的其他可用图形显示的或游戏可使用的信息。媒体内容可包括可任选地与非游戏内容相组合的任何游戏内容。5 is a block diagram of an example game console that may implement the above techniques. Processor 500 is a type of computing device or system in general and is an example of a computing device or system that may be used with these techniques. In this example scenario, processor 500 includes a game console such as game console. The media content played or read by game console 500 may include, but is not limited to, game content and non-game content such as movie content, music content, audio content, video content, video conferencing content, and/or digital video disk (DVD) content. content. Game content may also include, for example, data and media relating to vehicles, characters, weapons, spells, levels, updated stats, or other information generally known to users/players of the game console as applicable to any particular game to be played on the game console. Information that may be displayed graphically or that may be used by the game. Media content may include any gaming content that may optionally be combined with non-gaming content.
游戏控制台500包括具有1级(L1)高速缓存502、2级(L2)高速缓存504和闪速ROM(只读存储器)506的中央处理单元(CPU)501。1级高速缓存502和2级高速缓存504临时存储数据并因此减少了存储器访问周期数,从而提高了处理速度和吞吐量。闪速ROM 506可存储在游戏控制台500最初通电时在引导进程的初始阶段加载的可执行代码。另选地,在初始引导阶段加载的可执行代码可被存储在闪存设备中(未示出)。此外,ROM 506可与CPU 501分开放置。可任选地,游戏控制台500可以是多处理器系统;例如,游戏控制台500可具有三个处理器501、503和505,其中处理器503和505具有与处理器501相似或相同的组件。Game console 500 includes a central processing unit (CPU) 501 having a level 1 (L1)
图形处理单元(GPU)508和视频编码器/视频编解码器(编码器/解码器)514形成用于高速、高分辨率图形处理的视频处理流水线。数据经由总线从图形处理单元508输送到视频编码器/视频编解码器514。视频处理流水线将数据输出到A/V(音频/视频)端口540以传输到电视机或其他显示设备。存储器控制器510被连接到GPU 508和CPU 501以方便处理器访问各种类型的存储器512,诸如但不限于RAM(随机存取存储器)。Graphics processing unit (GPU) 508 and video encoder/video codec (encoder/decoder) 514 form a video processing pipeline for high-speed, high-resolution graphics processing. Data is conveyed from the
处理器500可包括可在模块518上实现的I/O控制器520、系统管理控制器522、音频处理单元523、网络接口控制器524、第一USB主控制器526、第二USB控制器528和前面板I/O部件530。USB控制器526和528用作外围控制器542(1)-842(2)、无线适配器548、和外置存储器单元546(例如闪存、外置CD/DVD ROM驱动器、可移动介质等)的主机。网络接口524和/或无线适配器548提供对网络(例如因特网、家庭网络等)的访问并且可以是各种不同有线或无线接口组件中的任一种,包括以太网卡、调制解调器、蓝牙模块、电缆调制解调器等等。The processor 500 may include an I/
系统存储器543可存储在引导进程期间加载的应用程序数据。介质驱动器544可包括DVD/CD驱动器、硬盘驱动器、或其他可移动介质驱动器等。介质驱动器544可以内置或外置于游戏控制台500。当介质驱动器544是可移动介质(诸如可移动光盘或闪速盒式磁带等)的驱动器或读取器时,介质驱动器544是其上(或其中)可安装介质以便读取的接口的示例。介质驱动器544可以访问应用程序数据544以由游戏控制台500执行、回放等。介质驱动器544可经由诸如串行ATA总线或其他高速连接(例如IEEE1394)等总线连接到I/O控制器520。虽然介质驱动器544通常可以指各种存储实施例(例如,硬盘、可移动光盘驱动器等),但游戏控制台500可特别地包括硬盘552,其可用于存储游戏数据、应用程序数据或其他类型的数据。System memory 543 may store application data loaded during the boot process. Media drives 544 may include DVD/CD drives, hard drives, or other removable media drives, among others. Media drive 544 may be built into or external to game console 500 . When the media drive 544 is a drive or reader for removable media, such as a removable optical disk or a flash cartridge, etc., the media drive 544 is an example of an interface on which (or in) the media may be mounted for reading.
系统管理控制器522可以提供涉及确保游戏控制台500的可用性的各种服务功能。音频处理单元523和音频编解码器532可形成根据此处所描述的本发明的主题的各方面的具有高保真、3D、环绕和立体声音频处理的对应的音频处理流水线。通信链路可以在音频处理单元523与音频编解码器526之间输送音频数据。音频处理流水线将数据输出到A/V端口540以供外置音频播放器或具有音频能力的设备再现。System management controller 522 may provide various service functions related to ensuring the availability of game console 500 .
前面板I/O部件530支持暴露在游戏控制台500外表面上的电源按钮550和弹出按钮552以及任何LED(发光二极管)或其他指示器的功能。系统电源模块536可向游戏控制台500的各组件供电。风扇538可冷却游戏控制台500内的电路。Front panel I/
CPU 501、GPU 508、存储器控制器510、和游戏控制台500内的各个其他组件之间的互连可以经由一条或多条总线,包括串行和并行总线、存储器总线、外围总线、和使用各种总线体系结构中任一种的处理器或局部总线。The interconnection between CPU 501,
当游戏控制台500通电或重新引导时,应用程序数据可从系统存储器543加载到存储器512和/或高速缓存502、504中并在CPU 501上执行。应用程序可呈现在导航到游戏控制台500上可用的不同媒体类型时提供一致的用户体验的图形用户界面。在操作中,介质驱动器544中包含的应用程序和/或其他媒体可从介质驱动器544启动或播放,以向游戏控制台500提供附加功能。Application data may be loaded from system memory 543 into memory 512 and/or
游戏控制台500可通过将该系统简单地连接到电视机或其他显示器而作为独立系统来操作。在该独立模式中,游戏控制台500可以允许一个或多个用户与该系统交互、看电影、听音乐等。然而,在集成了可通过网络接口524或无线适配器548而变得可用的宽带连接的情况下,游戏控制台500还可作为较大网络社区中的参与者来操作。Game console 500 can be operated as a standalone system by simply connecting the system to a television or other display. In the standalone mode, game console 500 may allow one or more users to interact with the system, watch movies, listen to music, and so on. However, with the integration of a broadband connection, which may be made available through
计算机系统可被大致分为三个组件组:硬件组件、硬件/软件接口系统组件、以及应用程序组件(也被称为“用户组件”或“软件组件”)。在计算机系统的各实施例中,硬件组件可包括中央处理单元(CPU)521;存储器(ROM 564和RAM 525两者);基本输入/输出系统(BIOS)566;以及诸如键盘540、鼠标562、监视器547和/或打印机(未示出)等各种输入/输出(I/O)设备。硬件组件包括计算机系统的基本物理基础结构。Computer systems can be broadly divided into three component groups: hardware components, hardware/software interface system components, and application program components (also referred to as "user components" or "software components"). In various embodiments of a computer system, hardware components may include a central processing unit (CPU) 521; memory (both ROM 564 and RAM 525); basic input/output system (BIOS) 566; Various input/output (I/O) devices such as a monitor 547 and/or a printer (not shown). Hardware components include the basic physical infrastructure of a computer system.
图6示出用于实现当前所公开的主题的各方面的示例性系统,包括计算机641形式的通用计算设备。计算机641的各组件可包括但不限于处理单元659、系统存储器622、图形处理单元629(以及图形接口631)、视频存储器630(以及视频接口632)、以及将包括系统存储器622在内的各系统组件耦合至处理单元659的系统总线621。系统总线621可以是几种类型的总线结构中的任何一种,包括存储器总线或存储控制器、外围总线、以及使用各种总线体系结构中的任一种的局部总线。作为示例,而非限制,这样的体系结构包括工业标准体系结构(ISA)总线、微通道体系结构(MCA)总线、增强型ISA(EISA)总线、视频电子技术标准协会(VESA)局部总线和外围部件互连(PCI)总线(也称为夹层(Mezzanine)总线)。FIG. 6 illustrates an exemplary system for implementing aspects of the presently disclosed subject matter, including a general-purpose computing device in the form of a
计算机641通常包括各种计算机可读介质。计算机可读介质可以是能由计算机641访问的任何可用介质,而且包含易失性和非易失性介质、可移动和不可移动介质。作为示例而非限制,计算机可读介质可以包括计算机存储介质和通信介质。计算机存储介质包括以用于存储诸如计算机可读指令、数据结构、程序模块或其它数据等信息的任何方法或技术实现的易失性和非易失性、可移动和不可移动介质。计算机存储介质包括但不限于,随机存取存储器(RAM)、只读存储器(ROM)、电可擦可编程只读存储器(EEPROM)、闪存或其他存储术、CD-ROM、数字多功能盘(DVD)或其他光盘存储、盒式磁带、磁带、磁盘存储或其他磁存储设备、或可用于存储所需信息并可由计算机641访问的任何其他介质。
通信介质通常以诸如载波或其他传输机制等已调制数据信号来体现计算机可读指令、数据结构、程序模块或其他数据,且包含任何信息传递介质。术语“已调制数据信号”指的是其一个或多个特征以在信号中编码信息的方式被设定或更改的信号。作为示例而非限制,通信介质包括有线介质,诸如有线网络或直接线连接,以及无线介质,诸如声学、RF、红外线和其他无线介质。上述中任一组合也应包括在计算机可读介质的范围之内。Communication media typically embodies computer readable instructions, data structures, program modules or other data in a modulated data signal such as a carrier wave or other transport mechanism and includes any information delivery media. The term "modulated data signal" means a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. By way of example, and not limitation, communication media includes wired media such as a wired network or direct-wired connection, and wireless media such as acoustic, RF, infrared and other wireless media. Combinations of any of the above should also be included within the scope of computer readable media.
系统存储器622包括易失性和/或非易失性存储器形式的计算机存储介质,如只读存储器(ROM)623和随机存取存储器(RAM)660。基本输入/输出系统624(BIOS)包括如在启动时帮助在计算机641内的元件之间传输信息的基本例程,它通常储存在ROM 623中。RAM 660通常包含处理单元659可以立即访问和/或目前正在操作的数据和/或程序模块。作为示例而非限制,图6示出了操作系统625、应用程序626、其他程序模块627和程序数据628。
计算机641也可以包括其他可移动/不可移动、易失性/非易失性计算机存储介质。仅作示例,图6示出了对不可移动、非易失性磁介质进行读写的硬盘驱动器638,对可移动、非易失性磁盘654进行读写的磁盘驱动器639,以及对诸如CD ROM或其他光介质等可移动、非易失性光盘653进行读写的光盘驱动器640。可以在示例性操作环境中使用的其他可移动/不可移动、易失性/非易失性计算机存储介质包括但不限于,磁带盒、闪存卡、数字多功能盘、数字录像带、固态RAM、固态ROM等等。硬盘驱动器638通常由不可移动存储器接口,诸如接口634连接至系统总线621,磁盘驱动器639和光盘驱动器640通常由可移动存储器接口,诸如接口635连接至系统总线621。
上文讨论并在图6中示出的驱动器及其关联的计算机存储介质为计算机641提供了计算机可读指令、数据结构、程序模块和其他数据的存储。在图6中,例如,硬盘驱动器638被示为存储操作系统658、应用程序657、其他程序模块656和程序数据655。注意,这些组件可以与操作系统625、应用程序626、其他程序模块627和程序数据628相同,也可以与它们不同。操作系统658、应用程序657、其他程序模块656和程序数据655在这里被标注了不同的标号是为了说明至少它们是不同的副本。用户可以通过输入设备,诸如键盘651和定点设备652(通常指的是鼠标、跟踪球或触摸垫)向计算机641输入命令和信息。其他输入设备(未示出)可以包括话筒、操纵杆、游戏手柄、圆盘式卫星天线、扫描仪等。这些和其他输入设备通常由耦合至系统总线的用户输入接口636连接至处理单元659,但也可以由其他接口和总线结构,诸如并行端口、游戏端口或通用串行总线(USB)连接。监视器642或其他类型的显示设备也经由接口,诸如视频接口632连接至系统总线621。除监视器以外,计算机还可以包括其他外围输出设备,诸如扬声器644和打印机643,它们可以通过输出外围接口633连接。The drives and their associated computer storage media, discussed above and illustrated in FIG. 6 , provide storage of computer readable instructions, data structures, program modules and other data for the
计算机641可使用至一个或多个远程计算机,如远程计算机646的逻辑连接在网络化环境中操作。远程计算机646可以是个人计算机、服务器、路由器、网络PC、对等设备或其他常见网络节点,且通常包括上文相对于计算机641描述的许多或所有元件,尽管在图6中只示出存储器存储设备647。图6中所示的逻辑连接包括局域网(LAN)645和广域网(WAN)649,但也可以包括其他网络。这样的联网环境在办公室、企业范围计算机网络、内联网和因特网中是常见的。
当在LAN联网环境中使用时,计算机641通过网络接口或适配器637连接至LAN 645。当在WAN联网环境中使用时,计算机641通常包括调制解调器650或用于通过诸如因特网等WAN 649建立通信的其他装置。调制解调器650可以是内置或外置的,它可以经由用户输入接口636或其他适当的机制连接至系统总线621。在网络化环境中,关于计算机641所描述的程序模块或其部分可被储存在远程存储器存储设备中。作为示例而非限制,图6示出远程应用程序648驻留在存储器设备647上。可以理解,所示的网络连接是示例性的,且可以使用在计算机之间建立通信链路的其他手段。When used in a LAN networking environment, the
应该理解,此处描述的各种技术可以结合硬件或软件,或在适当时结合两者的组合来实现。因此,当前公开的主题的方法和装置或其特定方面或部分可采取包含在诸如软盘、CD-ROM、硬盘驱动器或任何其它机器可读存储介质等有形介质中的程序代码(即,指令)的形式,其中当程序代码被加载到诸如计算机等机器内并由其执行时,该机器成为用于实现当前所公开的主题的装置。在程序代码在可编程计算机上执行的情况下,计算设备通常包括处理器、该处理器可读的存储介质(包括易失性和非易失性存储器和/或存储元件)、至少一个输入设备、以及至少一个输出设备。一个或多个程序可以例如通过使用API、可重用控件等实现或利用结合当前所公开的主题描述的过程。这样的程序优选地用高级过程语言或面向对象编程语言来实现,以与计算机系统通信。然而,如果需要,该程序可以用汇编语言或机器语言来实现。在任何情形中,语言都可以是编译语言或解释语言,且可以与硬件实现相结合。It should be understood that the various techniques described herein may be implemented in combination with hardware or software, or a combination of both as appropriate. Accordingly, the methods and apparatus of the presently disclosed subject matter, or specific aspects or portions thereof, may take the form of program code (i.e., instructions) embodied on a tangible medium, such as a floppy disk, CD-ROM, hard drive, or any other machine-readable storage medium. form, where when the program code is loaded into and executed by a machine such as a computer, the machine becomes a means for carrying out the presently disclosed subject matter. In the case of program code execution on programmable computers, the computing device generally includes a processor, a storage medium readable by the processor (including volatile and non-volatile memory and/or storage elements), at least one input device , and at least one output device. One or more programs may implement or utilize the processes described in connection with the presently disclosed subject matter, eg, through the use of APIs, reusable controls, and the like. Such programs are preferably implemented in a high-level procedural or object-oriented programming language to communicate with the computer system. However, the program can be implemented in assembly or machine language, if desired. In any case, the language may be a compiled or interpreted language and may be combined with hardware implementations.
图7示出用于基于对社交在线多玩家游戏环境700的使用向用户提供有目标的推荐的示例系统。在一个实施例中,第一用户经由第一用户的访问设备702来访问该环境。这一设备可包括能够玩游戏的电子商务或广告客户机、专用游戏设备、或者能够玩游戏的音乐或其他设备接口。在第一用户与该环境的这一交互期间所传送的数据由该环境的行为数据收集组件704捕捉并存储。该数据随后被发送到行为数据净化和聚集组件706,其过滤出对确定推荐的过程所不必要的信息,将其传送到正确的数据库(用户数据库708、项目数据库710、以及游戏数据库),以及将其聚集成供正确处理所必需的水平。FIG. 7 illustrates an example system for providing targeted recommendations to users based on the use of a social online
随后,数据分析和推断引擎714取得关于项目数据库710中包含的项目的信息以及从第一用户的行为聚集的信息,以及与第一用户、他或她的朋友、和他或她的社交网络有关的现有信息。给定他或她的过去行为以及他的社交网络中的他或她的朋友的行为,这一数据分析和推断引擎714在项目数据库710中的所有相关项目中确定对于第一用户的最佳推荐。例如,如果第一用户的所有朋友都购买了特定游戏的附加地图而第一用户尚未购买,则第一用户购买该地图的可能性比他或她购买他或她的网络中没人感兴趣的项目的可能性要更高。Subsequently, the data analysis and
推荐组件716取得来自数据分析和推断引擎714的每一可推荐项目的计算出的相关性,并将其与来自用户数据库708、项目数据库710、以及游戏数据库712的数据相组合以确定要发送给第一用户的推荐。在一个实施例中,这一推荐是被确定为是对用户最有帮助的推荐。可以将与该推荐有关的元数据连同该推荐一起发送。例如,在推荐是歌曲的情况下,与该歌曲相关联的艺术家或专辑的图像,以及涵盖该歌曲名称、艺术家姓名、专辑名称、歌曲长度、类似艺术家和该歌曲的描述的文本可以与用于购买该项目的链接一起发送。随后将这一推荐返回给第一用户。The
图7是实现本文公开的系统和方法的示例性处理器700的框图。处理器700包括处理部分702、存储器部分704和输入/输出部分706。将处理部分702、存储器部分704和输入/输出部分706耦合在一起(耦合未在图7中示出)可以允许它们之间的通信。如上所述,输入/输出部分706能够通过网络提供和/或接收内容。FIG. 7 is a block diagram of an
处理器700可被实现为客户机处理器和/或服务器处理器。在一基本配置中,处理器700可包括至少一个处理部分702和存储器部分704。存储器部分704可存储结合媒体可靠性使用的任何信息。取决于处理器的精确配置和类型,存储器部分704可以是易失性的(如RAM)708、非易失性的(如ROM、闪存等)710、或其组合。处理器700可包括可移动存储712和不可移动存储714,包括但不限于磁盘或光盘、磁带、闪存、智能卡等。诸如存储器部分704、708、710、712和714等计算机存储介质可包括以用于存储诸如计算机可读指令、数据结构、程序模块或其他数据等信息的任何方法或技术来实现的易失性和非易失性、可移动和不可移动介质。计算机存储介质包括,但不限于,RAM、ROM、EEPROM、闪存或其他存储器技术、CD-ROM、数字多功能盘(DVD)或其他光盘存储、磁带盒、磁带、磁盘存储或其他磁存储设备、兼容通用串行总线(USB)的存储器、智能卡、或能用于存储所需信息且可以由处理器700访问的任何其他介质。任何这样的计算机存储介质都可以是处理器700的一部分。
处理器700还可包含允许处理器700与其他设备进行通信的通信连接720。通信连接720是通信介质的一个示例。通信介质通常以诸如载波或其他传输机制等已调制数据信号来体现计算机可读指令、数据结构、程序模块或其他数据,并且包括任何信息传递介质。“已调制数据信号”由以在信号中编码信息的方式设置或改变其一个或多个特征的信号组成。作为示例而非限制,通信介质包括有线介质,诸如有线网络或直接线连接,以及无线介质,诸如声学、射频、红外线和其他无线介质。如此处所使用的术语“计算机可读介质“可以包括存储介质和通信介质两者。处理器700还可具有诸如键盘、鼠标、笔、语音输入设备、触摸输入设备等输入设备718。也可以包括诸如显示器、扬声器、打印机等输出设备716。
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| CA2710653A1 (en) | 2009-08-13 |
| WO2009099496A1 (en) | 2009-08-13 |
| BRPI0821680A2 (en) | 2015-06-16 |
| RU2490713C2 (en) | 2013-08-20 |
| MX2010007847A (en) | 2010-08-09 |
| US20090197681A1 (en) | 2009-08-06 |
| IL206299A0 (en) | 2010-12-30 |
| KR20100118975A (en) | 2010-11-08 |
| JP2011511981A (en) | 2011-04-14 |
| RU2010132209A (en) | 2012-02-20 |
| JP2014130621A (en) | 2014-07-10 |
| EP2238570A1 (en) | 2010-10-13 |
| EP2238570A4 (en) | 2011-11-30 |
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