Systems and methods for filtering communication within a location-based game
First Claim
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1. A computer-implemented method for filtering communication messages for a location-based game, the method comprising:
- identifying, by a computer system, a plurality of communication messages associated with a location based-game comprising a virtual world that parallels at least a portion of a real world, wherein movements of a player in the real world are paralleled in the virtual world;
selecting, by the computer system from the plurality of communication messages, a subset of communication messages based on a distance between a real-world location of the player and real-world locations of additional players associated with the communication messages, wherein selecting the subset of communication messages comprises;
determining the real-world location of the player; and
selecting, from the plurality of communication messages, communication messages related to additional players located within a threshold distance of the real-world location of the player; and
transmitting, by the computer system, the subset of messages to a client device associated with the player, the subset of messages displayed to the player via an interface of the location based-game.
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Abstract
Systems and methods for filtering communication within a location-based game are disclosed. In one aspect, a method of filtering communication for a location-based game is disclosed. The method includes receiving, at a computing device, communication data for a plurality of players associated with the location based-game. The method further includes filtering the communication data for each player based on one or more signals associated with the respective player.
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Citations
20 Claims
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1. A computer-implemented method for filtering communication messages for a location-based game, the method comprising:
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identifying, by a computer system, a plurality of communication messages associated with a location based-game comprising a virtual world that parallels at least a portion of a real world, wherein movements of a player in the real world are paralleled in the virtual world; selecting, by the computer system from the plurality of communication messages, a subset of communication messages based on a distance between a real-world location of the player and real-world locations of additional players associated with the communication messages, wherein selecting the subset of communication messages comprises; determining the real-world location of the player; and selecting, from the plurality of communication messages, communication messages related to additional players located within a threshold distance of the real-world location of the player; and transmitting, by the computer system, the subset of messages to a client device associated with the player, the subset of messages displayed to the player via an interface of the location based-game. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A non-transitory computer-readable medium storing computer-readable instructions that, when executed by one or more processors, cause the one or more processors to perform operations for filtering communication messages for a location-based game, the operations comprising:
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identifying, by a computer system, a plurality of communication messages associated with a location based-game comprising a virtual world that parallels at least a portion of a real world, wherein movements of a player in the real world are paralleled in the virtual world; selecting, by the computer system from the plurality of communication messages, a subset of communication messages based on a distance between a real-world location of the player and real-world locations of additional players associated with the communication messages, wherein selecting the subset of communication messages comprises; determining the real-world location of the player; and selecting, from the plurality of communication messages, communication messages related to additional players located within a threshold distance of the real-world location of the player; and transmitting, by the computer system, the subset of messages to a client device associated with the player, the subset of messages displayed to the player via an interface of the location based-game. - View Dependent Claims (12, 13, 14, 15, 16)
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17. A non-transitory computer-readable medium storing computer-readable instructions that, when executed by one or more computer processors, cause the one or more computer processors to perform operations comprising:
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identifying a plurality of communication messages associated with a location based-game comprising a virtual world that parallels at least a portion of a real world, wherein movements of a player in the real world are paralleled in the virtual world; selecting, from the plurality of communication messages, a subset of communication messages based on a distance between a real-world location of the player and real-world locations of additional players associated with the communication messages; selecting, from the plurality of communication messages, an additional communication message not part of the subset of communication messages, the additional communication message selected based on a constraint applicable to the additional communication message; and transmitting the subset of messages and the additional communication message to a client device associated with the player, the subset of messages and the additional communication message displayed to the player via an interface of the location based-game. - View Dependent Claims (18, 19, 20)
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Specification