`FOR THE WESTERN DISTRICT OF TEXAS
`WACO DIVISION
`
`
`
`
`
`
`
`
`CIVIL ACTION NO. 6:20-cv-872-ADA
`
`
`
`
`WORLDS INC.,
`
`Plaintiff,
`
`
`
`
`
`
`
`v.
`
`MICROSOFT CORPORATION;
`
`
`
`
`
`Defendant.
`
`
`PLAINTIFF WORLDS INC.’S PRELIMINARY INFRINGEMENT CONTENTIONS
`
`
`Plaintiff Worlds Inc. (“Worlds”) makes the following disclosures pursuant to the Court’s
`
`Order Governing Proceedings – Patent Case:
`
`1.
`
`Attached hereto is Worlds’ preliminary infringement contention claim charts for
`
`U.S. Patent No. 8,082,501 (“the ’501 Patent”) being asserted against Defendant Microsoft
`
`Corporation and its Minecraft products;
`
`2.
`
`As described on the face of the ’501 Patent being asserted in this action, Worlds
`
`claims the priority date of no later than November 13, 1995 for each asserted claim. This
`
`priority date corresponds to the filing date for U.S. Provisional Patent Application No.
`
`60/020,296, filed on November 13, 1995. According to the face of the ’501 Patent and col. 1,
`
`lines 7-21, the ’501 Patent’s priority chain extends back to U.S. Provisional Patent Application
`
`No. 60/020,296, filed on November 13, 1995, and the disclosures of this provisional patent
`
`application and all intervening patent applications are incorporated into the ’501 Patent by
`
`reference. Each claimed invention in the ’501 Patent was fully conceived no later than
`
`November 13, 1995, and reduced to practice no later than November 13, 1995, the filing date of
`
`1
`
`Patent Owner's Exhibit 2006
`Page 1 of 20
`
`
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`the above-referenced U.S. Provisional Patent Application No. 60/020,296, which shares a
`
`common specification with the ’501 Patent;
`
`3.
`
`As required, a copy of the ’501 Patent’s prosecution file history and documents
`
`evidencing conception and reduction to practice for each asserted claim (see U.S. Provisional
`
`Patent Application No. 60/020,296 at WDDD-MS_0001863-1907), are being provided to
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`Defendant Microsoft on this date. Also provided are copies of the file history from IPR2015-
`
`01319 and copies of consolidated filings made in IPR2015-01264 relevant to the remand and
`
`termination of IPR2015-01319.
`
`
`
`DATED: December 21, 2020
`
`
` .
`
`/s/ Wayne M. Helge
`Wayne M. Helge
`Alan A.Wright
`Donald L. Jackson
`James T. Wilson
`DAVIDSON BERQUIST JACKSON & GOWDEY, LLP
`8300 Greensboro Drive, Suite 500
`McLean, VA 22102
`Tel: (571) 765-7700
`whelge@dbjg.com
`awright@dbjg.com
`djackson@dbjg.com
`jwilson@dbjg.com
`
`James L. Etheridge, TX Bar No. 24059147
`Ryan S. Loveless, TX Bar No. 24036997
`ETHERIDGE LAW GROUP, PLLC
`2600 E. Southlake Blvd., Suite 120 / 324
`Southlake, TX 76092
`Tel.: (817) 470-7249
`Jim@EtheridgeLaw.com
`
`Attorneys for Plaintiff Worlds, Inc.
`
`
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`2
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`Patent Owner's Exhibit 2006
`Page 2 of 20
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`
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`CERTIFICATE OF SERVICE
`I hereby certify that all counsel of record, who are deemed to have consented to electronic
`
`service are being served with a copy of this document via email on December 21, 2020.
`
`
`
`/s/ Wayne M. Helge
`Wayne M. Helge
`
`
`
`
`
`
`
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`
`3
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`Patent Owner's Exhibit 2006
`Page 3 of 20
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`
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`Infringement Claim Chart for Claims 1, 2, 5, and 10 of U.S. Patent No. 8,082,501
`Microsoft’s Minecraft Products
`
`
`
`Worlds’ preliminary infringement contentions for U.S. Patent No. 8,082,501 (“the ’501 Patent”) being asserted against
`Defendant Microsoft Corporation and its Minecraft Products (collectively, the “Minecraft Products” and also “the Accused Products
`and Services” as set forth below) (including all versions of any Minecraft Product sold, offered for sale, or imported within the
`damages period, such as the Minecraft Java Edition Product and associated software, the Minecraft Bedrock Edition Product and
`associated software, the official Minecraft Realms subscription-based servers and their associated server software, and the official
`Minecraft server software used for establishing a private Minecraft server).
`
`Worlds’ statements herein are based on publicly available information and documentation that Worlds has obtained.
`Discovery is ongoing, and certain documentation and information may not yet be available to Worlds that are fundamental to its
`infringement claims. In particular, Worlds has not yet deposed officers or employees of defendant or any third parties concerning the
`operation, functionality and integration, packaging, or terminology of the accused products. Worlds reserves the right to amend its
`infringement disclosures in light of further discovery and consistent with this Court’s Order Governing Proceedings – Patent Case.
`
`In addition to the charted infringement contentions below, Worlds incorporates the allegations set forth in its Complaint as if
`fully set forth herein. As set forth in Worlds’ Complaint, Worlds claims that each element of each asserted claim has been directly
`infringed by Defendant Microsoft. Upon information and belief, Microsoft has tested and used its Accused Products and Services in
`the United States during the damages period, to include the practice of the claimed methods of the Asserted Claims, and which
`provides a basis for Microsoft’s direct infringement of at least claims 1, 2, 5, and 10 of the ‘501 patent under 35 U.S.C. § 271(a).
`
`As set forth in Worlds’ Complaint, Worlds also claims that Defendant Microsoft has jointly infringed each asserted claim
`through client devices performing each claimed method step in a manner attributable to Defendant Microsoft. Microsoft benefited
`from users who used their Microsoft Minecraft accounts and played Minecraft with customized avatars in a multiplayer mode, which
`provides a server/client architecture with filtering/crowd control features for multiplayer use, using either partnered servers with
`licensed Minecraft server software, or through the Minecraft Realms service, and a licensed version of Microsoft’s Minecraft Product.
`The manner and timing of the activities of the users was controlled by Microsoft by virtue of authentication, accounting, and
`authorization based on Microsoft Minecraft accounts, Microsoft software, Minecraft Terms and Conditions, Minecraft Realms Terms
`and Conditions, and Microsoft licenses and agreements, including Microsoft’s Minecraft End User’s License Agreement in effect
`during the period of infringement. Additionally, Microsoft provided assistance to customers having difficulty accessing Minecraft’s
`features. This assistance included Microsoft’s links to help articles, which assisted users wishing to customize their avatars and
`needing assistance to resolve problems with customization encountered along the way, and Microsoft’s provision of Minecraft Realms
`
`-1-
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`Patent Owner's Exhibit 2006
`Page 4 of 20
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`
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`and other technical support to help customers having problems with internet/multiplayer gameplay. Therefore, the asserted claims of
`the ‘501 Patent were directly infringed by Microsoft under 35 U.S.C. § 271(a) because all of the steps of the asserted method claims
`were attributable to Microsoft through the activities of Minecraft’s users, pursuant to Microsoft’s direction and control.
`
`If for any reason any accused product is found not to directly meet each element of any asserted claim, Worlds alleges that any
`difference(s) between the claim element in the asserted claim(s) and the accused product is insubstantial and Defendant Microsoft has
`infringed the asserted claim(s) under the doctrine of equivalents.
`
`
`
`Microsoft’s Minecraft Products
`
`
`U.S. Patent No.
`8,082,501 Claims
`
`1. A method for
`enabling a first user
`to interact with other
`users in a virtual
`space, each user of
`the first user and the
`other users being
`associated with a
`three dimensional
`avatar representing
`said each user in the
`virtual space, the
`method comprising
`the steps of:
`
`To the extent the preamble is limiting, Microsoft’s Minecraft Product, such as the Minecraft Java Edition Product,
`performs a method for enabling a first user to interact with other users in the Minecraft virtual space, wherein the
`first user and the other users are each associated with a three-dimensional avatar representing the user in the virtual
`space, and where each of the client processor is in communication with a server process, such as programmed
`Minecraft Realms server software hosted by Microsoft’s subsidiary Mojang, and/or other server partners pursuant
`to the Terms and Conditions and End User License Agreements which provided Microsoft the ability to, timing and
`manner for, and benefit of using a server process, such as the Minecraft server software, to manage multiple users
`within the Minecraft virtual space.
`
`Microsoft’s Minecraft Products are played in part on a “server” and multiple users interact with the server, each
`using “client” source code. The server hosts a “world” in which the users interact.
`
`See:
`
`https://minecraft.gamepedia.com/World
`https://minecraft.gamepedia.com/Server
`https://minecraft.gamepedia.com/Client.jar
`
`For example, six players could be positioned in a world as follows:
`
`
`-2-
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`Patent Owner's Exhibit 2006
`Page 5 of 20
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`
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`Each user is represented in the world as a three-dimensional avatar, with the default avatars being “Steve” or
`“Alex.”
`
`
`
`
`
`
`
`
`
`See:
`
`https://minecraft.gamepedia.com/Player
`
`Thus, the Microsoft Minecraft Products perform a method for enabling a first user to interact with other users in a
`-3-
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`
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`Patent Owner's Exhibit 2006
`Page 6 of 20
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`
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`customizing, using a
`processor of a client
`device, an avatar in
`response to input by
`the first user;
`
`virtual space, each user of the first user and the other users being associated with a three dimensional avatar
`representing said each user in the virtual space.
`
`The use of Microsoft Minecraft Products, such as use of a Minecraft Java Edition Product, included running
`software programming for a first user’s client processor to perform customizing an avatar in response to an input
`from the first user. Microsoft Minecraft Products provided the user’s client device processor with the ability to,
`timing and manner for, and benefit of performing the step of customizing an avatar. The Microsoft Minecraft
`Product allows a user to customize the “skin” of their avatar by, for example, uploading an image file, downloading
`a skin pack, or selecting a customized option in a skin selection menu.
`
`“In Java Edition, players can change skins on the preferences page of minecraft.net or the launcher by uploading a
`PNG image file, which then replaces the default skin. Players also have the option to have three or four pixel wide
`arms on the character model.
`
`In Bedrock Edition, the player can change the skin by opening the settings from the main menu and going to the
`skin settings. The two default skins are Alex and Steve but the player can download and use Skin Packs from the
`Marketplace or, on the Windows 10, iOS and Android versions of the game, use their own skin by selecting the
`"Custom" option in the skin selection menu.”
`
`See:
`
`https://minecraft.gamepedia.com/Player
`https://minecraft.gamepedia.com/Skin
`https://help.minecraft.net/hc/en-us/articles/360034635452-Minecraft-Skins-
`https://my.minecraft.net/en-us/profile/skin
`
`
`-4-
`
`
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`Patent Owner's Exhibit 2006
`Page 7 of 20
`
`
`
`
`Thus, Microsoft Minecraft Products perform customizing, using a processor of a client device, an avatar in
`response to input by the first user.
`
`
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`-5-
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`Patent Owner's Exhibit 2006
`Page 8 of 20
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`
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`receiving, by the
`client device,
`position information
`associated with
`fewer than all of the
`other user avatars in
`an interaction room
`of the virtual space,
`from a server
`process,
`
`The use of Microsoft Minecraft Products, such as a Minecraft Java Edition Product, included running software
`programming for a first user’s client device to perform receiving from a Minecraft server process, the position
`information associated with less than all of the other users’ avatars (namely programmed software, including but
`not limited to use of the “View Distance” option on Minecraft servers). The use of Microsoft Minecraft Products
`provided the user’s client device with the ability to, timing and manner for, and benefit of performing this
`“receiving” step.
`
`The Microsoft Minecraft Products define a server property called “view distance” that limits the data, including the
`positions of other avatars, sent to client devices from the server process. The worlds on the server in Microsoft
`Minecraft Products can include various rooms where the avatars may interact.
`
`See:
`
`https://minecraft.gamepedia.com/Overworld
`https://minecraft.gamepedia.com/The_Nether
`https://minecraft.gamepedia.com/The_End
`
`For example, as depicted in the illustration below, enforcement of the view distance property allows positions for
`Player 3, Player 4, Player 5, and Player 6 to be sent to the client device for Player 1. The position for Player 2
`would not be sent from the server to the client device for Player 1.
`
`-6-
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`Patent Owner's Exhibit 2006
`Page 9 of 20
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`
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`
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`“In Minecraft, view distance dictates how many chunks a player can see when looking in a certain direction. With
`this configured on the server, this will limit the amount of data (in a chunk radius) that is sent to every player.
`Increasing this number will enhance the distance that each player can see, though at the cost of RAM (memory).
`Keeping this value low will reduce the distance that a player can see, however will load less chunks around the
`player, and therefore decrease the RAM (memory) usage on the server.”
`
`See:
`
`https://nodecraft.com/support/games/minecraft/configuring-view-distance-on-a-minecraft-server
`https://minecraft.gamepedia.com/Server.properties
`https://shockbyte.com/billing/knowledgebase/134/Adjusting-View-Distance-on-Your-Minecraft-Server.html
`
`Thus, the Microsoft Minecraft Products perform receiving, by the client device, position information associated
`with fewer than all of the other user avatars in an interaction room of the virtual space, from a server process.
`
`The Microsoft Minecraft Products operate so that the client device does not receive position information of at least
`some avatars that fail to satisfy a participant condition imposed on avatars displayable on a client device display of
`-7-
`
`
`
`wherein the client
`device does not
`
`Patent Owner's Exhibit 2006
`Page 10 of 20
`
`
`
`the client device.
`
`As noted above, the “view distance” prevents position information of at least some avatars from being sent to a
`client device. Positions of players that fail to be within the view distance from that player to the player associated
`with the client device are not transmitted. In addition, Microsoft’s Minecraft Products allow a user to choose
`several options, including an option to set a “render distance.”
`
`“The render distance controls how many chunks of the world are visible at once. The fewer chunks that are
`included, the faster each frame can be rendered, resulting in higher frames per second (FPS).”
`
`See:
`
`https://minecraft.gamepedia.com/Options
`https://minecraft.gamepedia.com/Debug_screen
`
`For example, as depicted in the illustration below, enforcement of the render distance property determines that the
`set of players (Player 4, Player 5, and Player 6) that may be displayable. Referring to the illustration below, player
`2 fails to satisfy the “view distance” condition and the “render distance” condition set by the client, and its position
`is not received by the client. Player 3 would also not be displayable.
`
`
`receive position
`information of at
`least some avatars
`that fail to satisfy a
`participant condition
`imposed on avatars
`displayable on a
`client device display
`of the client device;
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`-8-
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`
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`Patent Owner's Exhibit 2006
`Page 11 of 20
`
`
`
`determining, by the
`client device, a
`displayable set of the
`other user avatars
`associated with the
`client device
`display; and
`
`
`
`
`Thus, the Microsoft Minecraft Products perform the above-described “receiving” step such that a client device does
`not receive position information of at least some avatars that fail to satisfy a participant condition imposed on
`avatars displayable on a client device display of the client device.
`
`Use of the Microsoft Minecraft Products, such as a Minecraft Java Edition Product, included running software
`programming for a first user’s client process to perform determining a displayable set of the other user avatars
`associated with the client device display, and displaying, on the client device display, the displayable set of other
`user avatars associated with the client device display. The use of Microsoft Minecraft Products provided the user’s
`client device with the ability to, timing and manner for, and benefit of performing this “determining” step. This
`determining step includes the Minecraft Java Edition Product’s determining from the received positions of less than
`all of the other users’ avatars, a displayable set of avatars to be displayed using filtering and crowd control features
`in the Minecraft Java Edition Product including, but not limited to, the “render distance” and “entity tracking
`range” options. As shown below, the user can use these options to further determine which of other users’ avatars
`are to be displayed to the user, and rendering the limited set of other user’s avatars on the user’s display.
`
`The Microsoft Minecraft Products also have other properties that affect whether other player avatars are displayed,
`including a “entity-tracking-range” for players. Players within the tracking range may be visible to the player:
`-9-
`
`
`
`Patent Owner's Exhibit 2006
`Page 12 of 20
`
`
`
`
`
`
`
`
`
`“Description: Controls the range in blocks that entities will become "visible" or otherwise known as "tracked" to
`the client. Entities outside of this range will be invisible as they are not being rendered to preserve CPU usage and
`bandwidth. This is particularly useful for PVP servers, as turning down the player range will 'nerf' wallhacks and
`radar to some extent.”
`
`See:
`
`https://www.reddit.com/r/admincraft/comments/1oiu7q/spigotyml_question/
`
`For example, as depicted in the illustration above, enforcement of the player entity-tracking-distance property
`determines the set of players (Player 5 and Player 6) who may be displayable. Players 2, 3, and 4 would not be
`displayable.
`
`Also, Microsoft’s Minecraft Products monitor the orientation of the player and only will display players within the
`field of view (FOV) of the player.
`
`-10-
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`
`
`Patent Owner's Exhibit 2006
`Page 13 of 20
`
`
`
`
`https://minecraft.gamepedia.com/Options (FOV option described as “A value that controls how much of the game
`world is visible on the screen. Also known as Field of View.”)
`
`For example, as depicted in the illustration below, a FOV is shown with dashed lines and assumes the eyes of
`player 1 are oriented to the left of the drawing. Enforcement of the player field of view (FOV) property allows
`Player 5 to be displayed to player 1. Players 2, 3, 4, and 6 would not be displayed.
`
`
`
`
`
`
`
`Thus, the Microsoft Minecraft Products perform determining, by a client device, a displayable set of the other user
`avatars associated with the client device display.
`
`Use of the Microsoft Minecraft Products, such as a Minecraft Java Edition Product, included running software
`programming for a first user’s client process to perform displaying, on the client device display, the displayable set
`of other user avatars associated with the client device display.
`
`
`displaying, on the
`client device display,
`the displayable set of
`the other user
`
`-11-
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`
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`Patent Owner's Exhibit 2006
`Page 14 of 20
`
`
`
`avatars associated
`with the client
`device display.
`
`
`
`2. The method
`according to claim 1,
`further comprising
`the step of:
`monitoring an
`orientation of the
`first user avatar;
`
`When the various properties of Minecraft are enforced as described above regarding the other elements of claim 1,
`the remaining players are displayed on the display of the client device. In the example provided above, Player 1’s
`display will display Player 5.
`
`And to summarize, the client device would not display the following players because of the following:
`Player 2 – Position not sent to the client because player 2’s position relative to player 1 was outside the view
`distance and not displayed because player 2’s position relative to player 1 was outside the render distance.
`Player 3 – Not displayed because player 3’s position relative to player 1 was outside the render distance.
`Player 4 – Not displayed because player 4’s position relative to player 1 was outside the tracking range.
`Player 6 - Not displayed because player 6’s position relative to player 1 was outside the field of view of player’s 1
`current orientation.
`
`The display can have different perspectives, including first- and third-person views.
`
`See:
`
`https://minecraft.gamepedia.com/Third-person_view
`
`Thus, the Microsoft Minecraft Products perform displaying, on the client device display, the displayable set of the
`other user avatars associated with the client device display.
`
`
`The claim chart with respect to claim 1 above is hereby incorporated by reference.
`
`Use of the Microsoft Minecraft Products, such as a Minecraft Java Edition Product, included running software
`programming for a first user’s client device to perform monitoring an orientation of a user’s avatar. Microsoft
`Minecraft Products provided the user’s client device with the ability to, timing and manner for, and benefit of
`performing this “monitoring” step.
`
`As described above for claim 1, the orientation of player 1 is monitored to enforce the field of view (FOV)
`condition.
`
`-12-
`
`
`
`Patent Owner's Exhibit 2006
`Page 15 of 20
`
`
`
`
`Thus, the Microsoft Minecraft Products perform monitoring an orientation of the first user avatar.
`
`The claim chart with respect to claim 1’s “determining” step above is hereby incorporated by reference. Use of the
`Microsoft Minecraft Products included, as part of the “determining” step described above, running software
`programming for a first user’s client device to perform filtering the other user avatars based on the monitored
`orientation of the first user avatar.
`
`As further described above for claim 1, the orientation of player 1 is monitored to enforce the field of view (FOV)
`condition.
`
`wherein the step of
`determining
`comprises filtering
`the other user
`avatars based on the
`monitored
`orientation of the
`first user avatar.
`
`
`Thus, the step of determining, by the client device, a displayable set of the other user avatars associated with the
`client device display, comprises the Microsoft Minecraft Products performing filtering the other user avatars based
`on the monitored orientation of the first user avatar.
`
`
`
`
`-13-
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`
`
`Patent Owner's Exhibit 2006
`Page 16 of 20
`
`
`
`
`
`
`5. The method
`according to claim 1,
`further comprising
`receiving by the
`client device
`orientation
`information
`associated with
`fewer than all of the
`other user avatars,
`wherein the client
`device does not
`receive orientation
`information of at
`least some avatars of
`the other user
`avatars in the virtual
`space.
`
`The claim chart with respect to claim 1 above is hereby incorporated by reference.
`
`Use of the Microsoft Minecraft Products, such as a Minecraft Java Edition Product, included running software
`programming for a first user’s client device to perform receiving orientation information associated with fewer than
`all of the other user avatars, wherein the client device does not receive orientation information of at least some
`avatars of the other user avatars in the virtual space. Microsoft Minecraft Products provided the user’s client device
`with the ability to, timing and manner for, and benefit of performing this “receiving” step.
`
`The Microsoft Minecraft Products define a server property called “view distance” that limits the data, including the
`orientations of other avatars, sent to client devices from the server process.
`
`For example, as depicted in the illustration below, enforcement of the view distance property allows orientations
`for Player 3, Player 4, Player 5, and Player 6 to be sent to the client device for Player 1. The orientation for Player
`2 would not be sent from the server to the client device for Player 1.
`
`
`“In Minecraft, view distance dictates how many chunks a player can see when looking in a certain direction. With
`-14-
`
`
`
`
`
`Patent Owner's Exhibit 2006
`Page 17 of 20
`
`
`
`this configured on the server, this will limit the amount of data (in a chunk radius) that is sent to every player.
`Increasing this number will enhance the distance that each player can see, though at the cost of RAM (memory).
`Keeping this value low will reduce the distance that a player can see, however will load less chunks around the
`player, and therefore decrease the RAM (memory) usage on the server.”
`
`See:
`
`https://nodecraft.com/support/games/minecraft/configuring-view-distance-on-a-minecraft-server
`https://minecraft.gamepedia.com/Server.properties
`
`Thus, the Microsoft Minecraft Products perform receiving by the client device orientation information associated
`with fewer than all of the other user avatars, wherein the client device does not receive orientation information of at
`least some avatars of the other user avatars in the virtual space.
`
`
`The claim chart with respect to claim 1 above, including the claim chart with respect to claim 1’s “determining”
`step above, is hereby incorporated by reference.
`
`Use of the Microsoft Minecraft Products, such as a Minecraft Java Edition Product, included, as part of the
`“determining” step described above, running software programming for a first user’s client device to perform
`filtering the other user avatars based on a limit of the other user avatars that may be displayed on the client device
`display, the limit being set at the client device including, but not limited to, the “entity tracking range” option.
`Microsoft Minecraft Products provided the user’s client device with the ability to, timing and manner for, and
`benefit of performing this “filtering” step.
`
`Client devices in the Microsoft Minecraft Products filter other user avatars based on a limit of the other user avatars
`that may be displayed on the client device display, the limit being set at the client device.
`
`The “entity-tracking-range” in Minecraft is a limit of the other players (specifically how far away the other players
`may be from the first player) to be displayed on the client device. The code in the client device sets the entity-
`tracking-distance. Players within the tracking range may be visible to the player:
`
`
`10. The method
`according to claim 1,
`wherein the step of
`determining
`comprises filtering
`the other user
`avatars based on a
`limit of the other
`user avatars that may
`be displayed on the
`client device display,
`the limit being set at
`the client device.
`
`
`-15-
`
`
`
`Patent Owner's Exhibit 2006
`Page 18 of 20
`
`
`
`
`
`
`
`“Description: Controls the range in blocks that entities will become "visible" or otherwise known as "tracked" to
`the client. Entities outside of this range will be invisible as they are not being rendered to preserve CPU usage and
`bandwidth. This is particularly useful for PVP servers, as turning down the player range will 'nerf' wallhacks and
`radar to some extent.”
`
`See:
`
`https://www.reddit.com/r/admincraft/comments/1oiu7q/spigotyml_question/
`
`For example, as depicted in the illustration above, enforcement of the player entity-tracking-distance property
`determines that the set of players (Player 5 and Player 6) who may be displayable. Players 3 and 4 would not be
`displayable.
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`Thus, the step of determining, by the client device, a displayable set of the other user avatars associated with the
`client device display, comprises the Microsoft Minecraft Products performing filtering the other user avatars based
`on a limit of the other user avatars that may be displayed on the client device display, the limit being set at the
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`Patent Owner's Exhibit 2006
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`client device.
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`client device.
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`Patent Owner's Exhibit 2006
`Page 20 of 20
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