Acceleration Bay, LLC v. Activision Blizzard Inc.
The patents at issue are directed to a broadcast technique in which a broadcast channel overlays a point-to-point communications network. The communications network consists of a graph of point-to-point connections between host computers or “nodes,” through which the broadcast channel is implemented. Blizzard filed six inter partes review (IPR) petitions regarding the three patents based principally on two different prior art references: one set of IPRs challenged claims based on the Shoubridge article 2 alone or combined with a prior art book DirectPlay3 and another set of IPRs challenged claims based on the Lin article 4 alone or combined with DirectPlay. The Patent Trial and Appeal Board held that multiple claims were unpatentable but upheld others and held that the Lin article is not a printed publication under 35 U.S.C. 102(a). The Federal Circuit affirmed, rejecting arguments that the Board erred by construing the term “participant” according to its plain meaning; that the terms “game environment” and “information delivery service,” appearing in two patents should have been given patentable weight; and that the Board failed to identify a broadcast channel in Shoubridge in its anticipation and obviousness analyses. The Board’s finding that Lin was not publicly accessible before the critical date was supported by substantial evidence. View "Acceleration Bay, LLC v. Activision Blizzard Inc." on Justia Law