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`EXHIBIT V
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`Patent Owner's Exhibit 2011
`Page 1 of 15
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`Case 6:20-cv-00872-ADA Document 1-22 Filed 09/25/20 Page 2 of 15
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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
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`
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`Microsoft’s Minecraft Products
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`To the extent the preamble is limiting, the Microsoft Minecraft Products provide 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. 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
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`For example, six players could be positioned in a world as follows:
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`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:
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`-1-
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`Patent Owner's Exhibit 2011
`Page 2 of 15
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`Case 6:20-cv-00872-ADA Document 1-22 Filed 09/25/20 Page 3 of 15
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`Each user is represented in the world as a three-dimensional avatar, with the default avatars being “Steve” or
`“Alex.”
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`See:
`https://minecraft.gamepedia.com/Player
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`customizing, using a The Microsoft Minecraft Products perform customizing, using a processor of a client device, an avatar in response
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`-2-
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`Patent Owner's Exhibit 2011
`Page 3 of 15
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`Case 6:20-cv-00872-ADA Document 1-22 Filed 09/25/20 Page 4 of 15
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`processor of a client
`device, an avatar in
`response to input by
`the first user;
`
`to input by the first user. The Microsoft Minecraft Product allows a user to customize the “skin” of their avatar by
`uploading an image file.
`
`“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
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`-3-
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`Patent Owner's Exhibit 2011
`Page 4 of 15
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`Case 6:20-cv-00872-ADA Document 1-22 Filed 09/25/20 Page 5 of 15
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`
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`A client device in the Microsoft Minecraft Products receives position information associated with fewer than all of
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`
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`receiving, by the
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`-4-
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`Patent Owner's Exhibit 2011
`Page 5 of 15
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`Case 6:20-cv-00872-ADA Document 1-22 Filed 09/25/20 Page 6 of 15
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`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 other user avatars in an interaction room of the virtual space, from a server process. 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
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`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.
`
`
`“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).
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`
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`-5-
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`Patent Owner's Exhibit 2011
`Page 6 of 15
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`Case 6:20-cv-00872-ADA Document 1-22 Filed 09/25/20 Page 7 of 15
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`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
`
`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
`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.
`
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`-6-
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`
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`wherein 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 the client device;
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`Patent Owner's Exhibit 2011
`Page 7 of 15
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`Case 6:20-cv-00872-ADA Document 1-22 Filed 09/25/20 Page 8 of 15
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`Client devices in the Microsoft Minecraft Products determine a displayable set of the other user avatars associated
`with the client device display.
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`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:
`
`
`determining, by the
`client device, a
`displayable set of the
`other user avatars
`associated with the
`client device
`display; and
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`-7-
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`Patent Owner's Exhibit 2011
`Page 8 of 15
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`Case 6:20-cv-00872-ADA Document 1-22 Filed 09/25/20 Page 9 of 15
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`“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.
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`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.
`
`https://minecraft.gamepedia.com/Options (FOV option described as “A value that controls how much of the game
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`-8-
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`Patent Owner's Exhibit 2011
`Page 9 of 15
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`Case 6:20-cv-00872-ADA Document 1-22 Filed 09/25/20 Page 10 of 15
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`world is visible on the screen. Also known as Field of View.”)
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`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.
`
`
`
`displaying, on the
`client device display,
`the displayable set of
`the other user
`avatars associated
`with the client
`device display.
`
`
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`
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`The client device’s display in the Microsoft Minecraft Products display the displayable set of the other user avatars
`associated with the client device display.
`
`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.
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`-9-
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`Patent Owner's Exhibit 2011
`Page 10 of 15
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`Case 6:20-cv-00872-ADA Document 1-22 Filed 09/25/20 Page 11 of 15
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`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.
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`The display can have different perspectives, including first- and third-person views. See:
`
`https://minecraft.gamepedia.com/Third-person_view
`
`
`The claim chart with respect to claim 1 above is hereby incorporated by reference.
`
`The Microsoft Minecraft Products monitor an orientation of the first user avatar.
`
`As described above for claim 1, the orientation of player 1 is monitored to enforce the field of view (FOV)
`condition.
`The Microsoft Minecraft Products filter 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.
`
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`2. The method
`according to claim 1,
`further comprising
`the step of:
`monitoring an
`orientation of the
`first user avatar;
`
`wherein the step of
`determining
`comprises filtering
`the other user
`avatars based on the
`monitored
`orientation of the
`first user avatar.
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`-10-
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`Patent Owner's Exhibit 2011
`Page 11 of 15
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`Case 6:20-cv-00872-ADA Document 1-22 Filed 09/25/20 Page 12 of 15
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`
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`-11-
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`Patent Owner's Exhibit 2011
`Page 12 of 15
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`Case 6:20-cv-00872-ADA Document 1-22 Filed 09/25/20 Page 13 of 15
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`The claim chart with respect to claim 1 above is hereby incorporated by reference.
`
` A
`
` client device in the Microsoft Minecraft Products receives 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 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.
`
`
`
`
`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.
`
`
`“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).
`
`
`
`-12-
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`Patent Owner's Exhibit 2011
`Page 13 of 15
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`Case 6:20-cv-00872-ADA Document 1-22 Filed 09/25/20 Page 14 of 15
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`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
`
`
`The claim chart with respect to claim 1 above is hereby incorporated by reference.
`
`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.
`
`
`
`
`“Description: Controls the range in blocks that entities will become "visible" or otherwise known as "tracked" to
`-13-
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`Patent Owner's Exhibit 2011
`Page 14 of 15
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`Case 6:20-cv-00872-ADA Document 1-22 Filed 09/25/20 Page 15 of 15
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`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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`-14-
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`Patent Owner's Exhibit 2011
`Page 15 of 15
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