Self-organizing turn base games and social activities on a computer network
Abstract
In accordance with the present invention, a method for creating a system of self-organizing colonies of players engaged in turn based games and other social activities performed within a web browser is provided. The approach described here partitions the game site population into distinct colonies with the appropriate activities and design such that the players create a community environment. Playing online games and chatting are examples of social networking activities; therefore, an invention that combines self-organizing capabilities to these activities will enhance the social experience. Essentially, the notion becomes a game within a game where the players change aspects of the rules governing the site and the games themselves. In particular, tests have demonstrated that game players create their own distinct communities just as thermodynamic theory predicts.
Claims
exact text as granted — not AI-modified1 . A method for managing online user community comprising of:
(a) providing asynchronous access to social networking activities viewed on client software connecting said population to a plurality of compute servers, (b) regulating said activities by means of a rules engine that controls interactions among a user membership, (c) adapting rules of said engine based on user preferences or behaviors captured over time, whereby users self-organize into a cohesive, stable population.
2 . Asynchronous access of claim 1 wherein comprises of communication between a plurality of client devices and online servers by means of XML messaging to Javascript objects.
3 . Social networking activities of claim 1 wherein are selected from the group consisting of game rooms, chat rooms, and combination game/chat rooms populated with a plurality of avatars and chatbots.
4 . Users self-organize of claim 1 wherein by means of software that compiles user preferences into rules that govern the user community's operational characteristics.
5 . The method of compiling user preferences set forth of claim 4 wherein may be gathered from users directly by polling or indirectly through statistical analysis of user behavior.
6 . The term online of claim 1 wherein generally extends to all communication by means of network protocols between a compute server and consumer electronic devices to include IP television, voice over IP, and wireless/mobile devices.
7 . Client software of claim 1 wherein generally extends to include any device software, such as a Web browser, that transfers information to and from said servers by means communication protocols.Join the waitlist — get patent alerts
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