DCT

1:23-cv-08214

Ak Meeting IP LLC v. Epic Games Inc

I. Executive Summary and Procedural Information

  • Parties & Counsel:
  • Case Identification: 1:23-cv-08214, S.D.N.Y., 10/11/2024
  • Venue Allegations: Venue is asserted based on Defendant maintaining a regular and established place of business within the Southern District of New York.
  • Core Dispute: Plaintiff alleges that Defendant’s online multiplayer game, Fortnite, infringes a patent related to methods for displaying user pointers in a multi-party networked communication system.
  • Technical Context: The technology concerns client-server systems for real-time online collaboration, where the actions of one user (such as moving a cursor) are transmitted to a server and then displayed to all other participants to create a sense of shared presence.
  • Key Procedural History: The complaint is a Second Amended Complaint. Plaintiff identifies itself as a non-practicing entity and notes it has previously entered into settlement licenses with other entities concerning its patents, but alleges these were not for the production of a patented article.

Case Timeline

Date Event
2007-03-30 U.S. Patent No. 8,627,211 Priority Date
2014-01-07 U.S. Patent No. 8627211 Issue Date
2024-10-11 Plaintiff's Second Amended Complaint Filing Date

II. Technology and Patent(s)-in-Suit Analysis

U.S. Patent No. 8,627,211 - "Method, Apparatus, System, Medium, and Signals for Supporting Pointer Display In A Multi-Party Communication"

The Invention Explained

  • Problem Addressed: The patent's background section identifies a common problem in online collaboration systems: delays in transmitting information between participants, which "reduce the usefulness of an online communication" and diminish the feeling of presence of other users (’211 Patent, col. 1:45-53).
  • The Patented Solution: The invention describes a client-server method to improve the user experience. A user's client computer sends a "cursor message" representing a change in their local cursor's position to a server. The server then produces and transmits a "pointer message" back to all client computers in the session, causing a corresponding "pointer" (a secondary cursor image) to be displayed on all participants' screens (’211 Patent, Abstract; col. 2:3-9). This mirroring of activity makes users "aware of other user's actions, thus providing a feeling of a real multiple-party presence" (’211 Patent, col. 16:39-41).
  • Technical Importance: This approach provided a mechanism for near real-time visual feedback of remote user activity, a foundational concept for enhancing interactivity and the sense of co-presence in collaborative networked applications (’211 Patent, col. 1:50-53).

Key Claims at a Glance

  • The complaint asserts infringement of claims 1-150, focusing on independent claim 1 as exemplary (Compl. ¶¶8-9).
  • The essential elements of independent claim 1, a method claim, are:
    • Receiving a "first cursor message" at a server from a client computer, where the message represents a change in the position of a "first cursor".
    • Producing a "first pointer message" in response to the cursor message, where the pointer message represents the change in the cursor's position.
    • Transmitting the "first pointer message" to the client computer, which is operable to cause the display of a "pointer".
  • The complaint reserves the right to assert other claims, including dependent claims (Compl. ¶9).

III. The Accused Instrumentality

Product Identification

The accused instrumentality is Defendant's online game, Fortnite (Compl. ¶9).

Functionality and Market Context

The complaint alleges that Fortnite is a system that supports "multi-party communications between client computers in a computer network" (Compl. ¶¶7, 10). The complaint does not provide further technical details about the operation of Fortnite or its market position. No probative visual evidence provided in complaint.

IV. Analysis of Infringement Allegations

The complaint states that support for its infringement allegations can be found in a preliminary table included as Exhibit B (Compl. ¶9). This exhibit was not attached to the filed complaint. In the absence of a claim chart, the infringement theory must be summarized from the complaint's narrative allegations.

The complaint's narrative theory is that Defendant "maintains, operates, and administers systems, apparatus, and methods for multi-party communications between client computers in a computer network" that infringe the ’211 patent (Compl. ¶8). The complaint alleges that by making Fortnite available, Defendant has put the patented inventions into service (Compl. ¶8). However, the complaint does not specify which features of Fortnite perform the steps of receiving a "cursor message," producing a "pointer message," or displaying a "pointer" as recited in the asserted claims.

Identified Points of Contention

  • Scope Questions: A potential issue is whether the patent's claims, which appear to describe a 2D pointer-based system for web pages and online discussion ("sharing a common view of a displayed page in an internet browser window" - ’211 Patent, col. 1:39-41), can be construed to read on the complex 3D virtual environment of a video game like Fortnite.
  • Technical Questions: The complaint does not explain how Fortnite's technical architecture maps to the claimed method. This raises the question of what evidence Plaintiff will offer to demonstrate that data packets from the Fortnite client (e.g., player location updates) constitute a "cursor message," and that the display of other players' avatars or indicators constitutes the display of a "pointer" as distinct from a "cursor" under the patent's specific definitions.

V. Key Claim Terms for Construction

The Term: "cursor" versus "pointer"

  • Context and Importance: The patent establishes a specific distinction between the local "cursor" controlled by a user and the server-replicated "pointer" that is displayed to all participants. Practitioners may focus on this distinction because infringement will hinge on whether Fortnite contains two separate but related visual elements that meet these definitions.
  • Intrinsic Evidence for Interpretation:
    • Evidence for a Broader Interpretation: A party might argue that any user-controlled on-screen element (like a character avatar or aiming reticle) functions as a "cursor" and any networked representation of that element shown to others functions as a "pointer".
    • Evidence for a Narrower Interpretation: The specification provides an explicit definition: "In this application the word 'cursor' is used to refer to the client computer cursor... The word 'pointer' is used to refer to a secondary pointer, which is also displayed on the respective displays" (’211 Patent, col. 16:45-49). This suggests a specific implementation with two distinct icons—one local and one networked—which a defendant may argue is absent in the accused product.

The Term: "cursor message"

  • Context and Importance: This term defines the information sent from the client to the server. The infringement analysis will depend on whether data transmitted from the Fortnite client to its servers, such as player movement data, falls within the scope of a "cursor message."
  • Intrinsic Evidence for Interpretation:
    • Evidence for a Broader Interpretation: The claims broadly define it as "representing a change in a position of a first cursor" (Claim 1). This could be argued to cover any data packet that updates a player's coordinates in a game.
    • Evidence for a Narrower Interpretation: The specification describes the generation of these messages in the context of traditional 2D graphical user interface events, such as "mouseClicked", "mouseDragged", and "keyTyped" (’211 Patent, Fig. 10; col. 25:32-43). A party may argue the term is limited to such events and does not cover the complex data streams representing character state and movement in a 3D game engine.

VI. Other Allegations

Indirect Infringement

The complaint alleges inducement by asserting that Defendant "actively encouraged or instructed others" on how to use its products in an infringing manner (Compl. ¶10). It alleges contributory infringement by claiming the product's "only reasonable use is an infringing use" and that it is not a "staple commercial product" (Compl. ¶11). These allegations are not supported by specific factual assertions in the complaint.

Willful Infringement

The complaint alleges willfulness based on Defendant's knowledge of the ’211 patent "from at least the filing date of the lawsuit" (Compl. ¶¶10-11). This frames the allegation as post-suit willfulness, though Plaintiff reserves the right to amend if pre-suit knowledge is found in discovery (Compl. ¶10, fn. 3).

VII. Analyst’s Conclusion: Key Questions for the Case

  • A core issue will be one of definitional scope: can the terms "cursor" and "pointer", which are explicitly distinguished in the patent and rooted in the context of 2D collaborative interfaces, be construed to cover the integrated display of player avatars and their movements within a 3D video game environment?
  • A key evidentiary question will be one of technical implementation: given the complaint's lack of specific factual allegations, what evidence can Plaintiff produce to show that Fortnite's client-server architecture actually performs the specific "cursor message" -> "server processing" -> "pointer message" -> "pointer display" method required by the asserted claims, as opposed to using a different proprietary method for synchronizing player states?