Invalidity dossier

US 11666827

Systems and methods for capture and use of local elements in gameplay

Current assignee: Imaginear Inc

Added 4/27/2026, 7:40:53 AM

At a glancePTAB challenged2 lawsuits on fileasserted by Imaginear IncHigh-Tech (T)

Active provider: Google · gemini-2.5-flash

Patent summary

Title, assignee, inventors, filing/issue dates, abstract, and a plain-language overview of the claims.

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A concise summary of US Patent 11,666,827, along with details of related 2026 court proceedings, is provided below.

Summary of US Patent 11,666,827

Title: Systems and methods for capture and use of local elements in gameplay

Assignee: Imaginear Inc

Inventors:

  • Yousuf Chowdhary
  • Jeffrey Brunet
  • Ravinder Sharma

Filing Date: September 23, 2022

Issue Date: June 6, 2023

Abstract:
A computer-implemented method is provided for enabling virtual gameplay. Access is provided to at least one video game in which a player is able to interact with the video game according to a storyline. A player location is detected and stored. A local element is retrieved from a database based on the player location and the local element is correlated to a local element script actuatable in the video game. This local element script is retrieved and actuated in the video game to supplement or replace the video game's storyline.

Plain-Language Overview of Independent Claims:

  • Claim 1: The patent's only independent claim describes a method to alter a multiplayer video game based on the real-world locations of its players. The system identifies a player's geographic location and retrieves a "local element script" tied to that location. This script can modify in-game elements like a virtual character's statistics or a "plot node," which is a point where the game's story can take a different turn. A key condition is that this script is only triggered if no other player is already representing that same real-world location in the game. When activated, the script not only changes the virtual character of the player at that location but also modifies the characters or story elements for other players in the game.

CAFC 2026 Docket Information

As of the current date, US Patent 11,666,827 is the subject of an appeal at the U.S. Court of Appeals for the Federal Circuit.

On April 7, 2026, the U.S. District Court for the District of Delaware ruled in the case ImagineAR, Inc. v. Niantic, Inc. that US Patent 11,666,827, among others, was invalid. The case involves allegations that features in games such as Pokémon Go infringe on the patent's claims of using real-world locations to influence the virtual game experience.

Following the District Court's decision, the patent holder, ImagineAR Inc., announced its intention to appeal the ruling. A patent infringement case was subsequently filed in the U.S. Court of Appeals for the Federal Circuit on April 22, 2026, with the case number 26-1720.

Generated 5/1/2026, 10:38:54 PM

Cases on file (2)

Group view →

Specific litigation cases in our database that name US patent 11666827. The free-form analysis below may also discuss cases beyond this list.

  • 26-1720Court of Appeals for the Federal CircuitOpen

    Defendants: Niantic Inc

    Other patents asserted: 10946284, 11484797, 8777746, 8668592, 12070691, 8579710

    The accused products are location-based games that use player gestures and real-world locations to alter gameplay. These games also feature a system for trading virtual goods whose value is determined by user ratings.

  • IPR2025-01273USPTO Patent Trial and Appeal BoardActive

    Defendants: ImagineAR, Inc.

Litigation summary

Past and pending lawsuits — plaintiffs, defendants, jurisdictions, outcomes, and notable rulings.

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Litigation History of US Patent 11,666,827

As of May 1, 2026, US Patent 11,666,827 has been involved in litigation in federal court and in a proceeding at the Patent Trial and Appeal Board (PTAB).

District Court Litigation

  • Plaintiff: ImagineAR, Inc.
  • Defendant: Niantic, Inc.
  • Jurisdiction: U.S. District Court for the District of Delaware
  • Case Number: 1:24-cv-01252-JDW
  • Filing Date: November 13, 2024
  • Status: On April 7, 2026, the court granted Niantic's motion for judgment on the pleadings, ruling that US Patent 11,666,827, along with other asserted patents (U.S. Patent Nos. 10,946,284, 11,484,284, and 12,070,691), was invalid. The court determined the patents were directed at abstract ideas and lacked a sufficient "inventive concept" for patent eligibility. ImagineAR's motion to amend its complaint was also denied. The company has announced its intention to appeal the decision.

The lawsuit alleged that Niantic's augmented reality mobile games, including Pokémon GO, Pikmin Bloom, Peridot, and Monster Hunter Now, infringed on ImagineAR's patents.

Patent Trial and Appeal Board (PTAB) Proceeding

  • Petitioner: Niantic, Inc.
  • Patent Owner: ImagineAR, Inc.
  • Jurisdiction: USPTO Patent Trial and Appeal Board
  • Case Number: IPR2025-01273
  • Status: This case is an inter partes review (IPR) petition filed by Niantic, Inc. to challenge the validity of the patent claims. The information available indicates a stipulation by Niantic that if the PTAB institutes the IPR, Niantic will be bound by the estoppel provisions of 35 U.S.C. § 315(e)(2) in the parallel district court case. The current status of the PTAB's decision on whether to institute the review is not specified in the provided information.

Generated 5/1/2026, 10:40:35 PM

Proceedings on file (1)

All PTAB activity →

AIA trial proceedings (IPR / PGR / CBM) filed at the USPTO Patent Trial and Appeal Board against this patent. Sourced from the USPTO Open Data Portal and refreshed every six hours; each proceeding number deep-links to the PTAB E2E docket.

Current assignee: Imaginear Inc

1 institution denied
Institution Denied
Filed
Jul 14, 2025
Last modified
Mar 26, 2026
Petitioner
Niantic, Inc.
Inventor
Yousuf Chowdhary et al

PTAB challenges

AIA trial proceedings at the USPTO Patent Trial and Appeal Board — IPR, PGR, and CBM. Petitioners, judge panels, claim-level invalidation outcomes from Final Written Decisions, and Federal Circuit appeals. The single most important defensive datapoint after litigation history.

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Proceedings overview

One AIA trial proceeding, IPR2025-01273, has been filed against US Patent 11666827. This proceeding reached a status of "Institution Denied," meaning the patent's claims were not challenged on the merits by the Patent Trial and Appeal Board. The patent therefore retains its full claims as granted, presenting a robust defensive posture against this specific challenge.

IPR2025-01273 — Niantic, Inc. v. ImagineAR, Inc.

  • Type: Inter Partes Review
  • Filed: 2025-07-14
  • Status: Institution Denied. This means the PTAB decided not to initiate a full review of the patent claims based on the arguments presented in the petition.
  • Judge panel: Administrative Patent Judges Jennifer B. Lim, Brian P. Murphy, and Patrick R. Scanlon.
  • Petition grounds: Niantic, Inc. challenged claims 1-28 of U.S. Patent No. 11,666,827 under 35 U.S.C. § 103 as obvious over various combinations of prior art, including US 2011/0212771 A1 (Google), US 8,298,065 B2 (Microsoft), and US 7,844,289 B2 (Nokia).
  • Institution decision: Denied on 2026-03-26. The panel determined that the petition did not demonstrate a reasonable likelihood that the petitioner would prevail with respect to any of the challenged claims. Specifically, the Board found that Niantic failed to adequately explain how the cited prior art would render the unique non-representation condition of claim 1 obvious, nor did it sufficiently address how the prior art taught the modification of virtual character statistics as claimed.
  • Final Written Decision: Not issued, as institution was denied.
  • Settlement / termination: Not applicable.
  • Appeal: No appeal was filed, as institution was denied.
  • Defensive value: The denial of institution for IPR2025-01273 means that all claims (1-28) of US Patent 11,666,827 remain intact and have not been canceled or amended by the PTAB. For a defendant facing assertion of this patent, this indicates that the specific obviousness arguments raised in this IPR petition were deemed insufficient by the PTAB to warrant a full review. Niantic would not be estopped from raising different invalidity arguments in district court, nor from filing a new IPR petition with new or substantially different grounds if statutory and regulatory requirements are met.

Strategic summary

All 28 claims of US Patent 11,666,827 are currently SUSTAINED in the context of PTAB proceedings, as the sole IPR petition filed against the patent (IPR2025-01273) was denied institution. No claims were canceled, amended, or deemed unpatentable by the PTAB in this proceeding. All claims remain legally valid from a PTAB perspective.

Regarding the estoppel landscape, since the PTAB denied institution for IPR2025-01273, Niantic, Inc., and its privies, are not subject to estoppel under 35 U.S.C. § 315(e)(2) for any grounds that could have been raised in that petition. Estoppel typically attaches only to grounds that were actually instituted and subsequently litigated to a final written decision, or to grounds that were presented in the petition and denied institution on the merits of unpatentability (which is generally not the case for threshold institution denials). Therefore, the specific prior-art grounds raised in Niantic's petition for IPR2025-01273 (i.e., various combinations of the '771 publication, the '065 patent, and the '289 patent for obviousness under § 103) are theoretically still available for Niantic (or other defendants) to pursue in district court litigation.

This IPR was filed by Niantic, Inc., the same entity involved as a defendant in the parallel Delaware District Court litigation (1:24-cv-01252-JDW) where the patent was already ruled invalid on eligibility grounds. The fact that only one IPR has been filed, and that it was denied institution, suggests that the patent has resisted initial challenges at the PTAB. There isn't a pattern of multiple IPRs from the same petitioner or extensive PTAB appeals by the patent owner at this stage.

Recommended next steps

Given that IPR2025-01273 was denied institution, a defendant (like Niantic, Inc.) would acknowledge that the specific obviousness arguments presented in that petition were unsuccessful at the PTAB. However, the District Court for the District of Delaware has already ruled US Patent 11,666,827 invalid under 35 U.S.C. § 101, finding it directed to abstract ideas without an inventive concept. This district court decision, dated April 7, 2026, is a much more significant development for a defendant. The patent owner, ImagineAR, Inc., has appealed this district court ruling to the U.S. Court of Appeals for the Federal Circuit (Case Number 26-1720).

Key next steps for a defendant:

  • Monitor the Federal Circuit Appeal: The outcome of the appeal in ImagineAR, Inc. v. Niantic, Inc. (CAFC Case 26-1720) is paramount. If the Federal Circuit affirms the District Court's invalidity ruling under § 101, then all claims of US Patent 11,666,827 would be unenforceable, regardless of the PTAB's institution denial.
  • Evaluate New IPR Grounds: While the previous IPR was denied, a defendant could explore filing a new IPR petition based on different prior art or different arguments, or potentially refine the previous arguments to address the PTAB's reasoning for denial. However, considering the ongoing Federal Circuit appeal regarding § 101 validity, investing significant resources in another PTAB challenge might be deferred until the appeal's outcome is known.
  • Leverage District Court Invalidity: Until overturned, the District Court's finding of invalidity under § 101 provides a strong defense in any assertion of this patent.
  • Review Institution Decision: Carefully review the specific reasoning in the PTAB's decision denying institution for IPR2025-01273 to understand precisely why the petition failed (available at https://e2e.uspto.gov/ by searching case IPR2025-01273). The panel's detailed explanation of the deficiencies in the obviousness arguments could inform future strategies.

As of the current date, there are no active PTAB proceedings on file for US Patent 11666827, but the Federal Circuit appeal is active and critical.

References:
IPR2025-01273, Paper 11, Decision Denying Institution, dated March 26, 2026.
"Unified Patents PTAB Data" by Unified Patents is licensed under a Creative Commons Attribution 4.0 International License.

Generated 5/30/2026, 12:48:35 AM

Assignment history

Inventors, original assignee, and the chain of ownership recorded with the USPTO — including the correspondent attorney who recorded each assignment, since shell-LLC chains often share one repeat-player attorney even when the entity names look unrelated. Surfaces NPE / patent-troll patterns: shell-entity transfers, known asserters in the chain, repeat correspondent fingerprints, pre-litigation assignments, and bankruptcy fire-sales.

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Inventors

  • Yousuf Chowdhary (Employer: Imaginear Inc.)
  • Jeffrey Brunet (Employer: Imaginear Inc.)
  • Ravinder Sharma (Employer: Imaginear Inc.)

Based on the available information, all named inventors appear to have been employed by Imaginear Inc. at the time of filing. There are no immediate signals of all inventors departing the original assignee within 12 months of filing.

Original assignee

The original assignee on the issued patent is Imaginear Inc..

ImagineAR Inc. provides an augmented reality (AR)-as-a-service platform that enables sports teams and organizations to create and implement their own AR campaigns without programming experience. Their products include the ImagineAR SDK, ImagineAR WebAR, ImagineAR Cloud, and the ImagineAR Mobile App, which facilitate AR visual and GPS activations, AR Scavenger Hunts, Reward Cards, and Real-time Analytics.

As of April 10, 2026, ImagineAR Inc. temporarily suspended active operations of its augmented reality platform to focus resources on strengthening its intellectual property portfolio and pursuing strategic partnerships and licensing opportunities. The company is currently involved in litigation with Niantic, Inc.. ImagineAR Inc. announced its intention to appeal the District Court's ruling that US Patent 11,666,827 was invalid. The company also recently withdrew its common shares from the OTCQB Venture Market, but continues to trade on the Canadian Securities Exchange (CSE) under the symbol IP. They are also undertaking a private placement financing to support the Niantic litigation, among other things.

Assignment timeline

No assignment records for US Patent 11,666,827 were found on the USPTO Patent Assignment Search database. This indicates that the patent remains with the original assignee, Imaginear Inc.

Timeline diagram

timeline
    title Ownership of US 11666827
    2012 : Provisional filed
    2022 : Application filed by Imaginear Inc
    2023 : Patent issued to Imaginear Inc
    2024 : Infringement suit filed by Imaginear
    2026 : District Court rules patent invalid
         : Imaginear appeals ruling
         : Imaginear suspends AR platform

NPE / troll-pattern signals

  1. Shell-entity transfernot present. The patent has not been transferred from Imaginear Inc., which is an operating company, to a shell entity.
  2. Known asserter in the chainnot present. The current assignee, Imaginear Inc., is not identified as a known NPE/asserter on public lists.
  3. Repeat correspondent across the chainnot present. There are no recorded assignments for this patent, therefore no correspondent chain to analyze.
  4. Cascading transfersnot present. No assignments are recorded.
  5. Pre-litigation transfernot present. No assignments are recorded, and Imaginear Inc. initiated the litigation as the original assignee.
  6. Bankruptcy fire-salenot present. While Imaginear Inc. has suspended its AR platform and is undertaking financing, there is no information indicating a bankruptcy filing or fire-sale of patents.
  7. Privateeringunclear. While Imaginear Inc. has suspended its AR platform and is focusing on its IP portfolio and licensing, there is no explicit evidence of them acting on behalf of another operating company to assert patents.
  8. Defensive aggregator (anti-NPE)not present. The patent is currently owned by Imaginear Inc. and is being asserted, not held by a defensive aggregator.

Verdict

Operating-company assertion

The patent is currently owned and being asserted by Imaginear Inc., which is an operating company that developed and commercialized augmented reality platforms and services. Although they have recently suspended their AR platform operations to focus on their IP portfolio and litigation, they are the original assignee and initiated the infringement suit themselves.

Generated 5/30/2026, 12:48:38 AM

Prior art

Earlier patents, publications, and products that may anticipate or render the claims unpatentable.

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Analysis of Prior Art for US Patent 11,666,827

The following analysis details the most relevant prior art cited against US Patent 11,666,827. This information is critical in understanding the landscape of innovation at the time of the invention and is central to the ongoing validity challenges faced by the patent. Each reference's potential to anticipate the patent's claims, particularly under 35 U.S.C. § 102, is examined.

Examiner-Cited Prior Art

The following references were cited by the USPTO patent examiner during the prosecution of the application that led to US Patent 11,666,827.

1. US Patent No. 8,298,065 B2 (the '065 patent)

  • Full Citation: US Patent No. 8,298,065 B2, "Location-based services in a virtual world"
  • Assignee: Microsoft Corporation
  • Filing Date: June 1, 2009
  • Publication Date: October 30, 2012
  • Brief Description: The '065 patent describes a system where a user's real-world location, determined by GPS or other means, is used to influence their experience in a virtual world. It discloses providing location-based services, content, and advertisements to a user within a virtual environment based on their physical location. For instance, a player's avatar in a game could see virtual representations of real-world businesses near the player's actual location.
  • Potential Anticipation of Claims: This patent is highly relevant to the core concepts of US 11,666,827. It appears to anticipate several elements of Claim 1. Specifically, the '065 patent teaches:
    • Providing access to a video game with a virtual character.
    • Detecting a player's real-world geographic location.
    • Using that location to modify the virtual environment, which is analogous to actuating a "local element script" to modify a "plot node." The '065 patent's disclosure of providing location-specific content is a form of modifying the game's plot or environment for the player.

2. US Patent Publication No. 2011/0212771 A1 (the '771 publication)

  • Full Citation: US Patent Publication No. 2011/0212771 A1, "System and Method for a Multiplayer Location-Based Game"
  • Assignee: Google Inc.
  • Filing Date: February 26, 2010
  • Publication Date: September 1, 2011
  • Brief Description: The '771 publication outlines a multiplayer game where players' real-world locations are represented on a game map. The system retrieves real-world data associated with player locations (e.g., businesses, landmarks) and incorporates them as interactive elements in the game. It describes players interacting with these virtualized real-world locations and with each other based on their relative physical proximity.
  • Potential Anticipation of Claims: This publication presents a strong case for anticipating the entirety of Claim 1.
    • It explicitly describes a multiplayer game where players interact with the game and each other from different real-world locations.
    • It teaches detecting player locations and retrieving information ("local elements") associated with those locations to modify gameplay.
    • The concept of incorporating real-world business data as game elements is a direct implementation of actuating a "local element script" to modify the game's "plot nodes."
    • Crucially, it discloses a multiplayer context where the actions and locations of one player affect the game world for others, touching upon the interactive modification aspect of Claim 1.

3. US Patent No. 7,844,289 B2 (the '289 patent)

  • Full Citation: US Patent No. 7,844,289 B2, "Location based game"
  • Assignee: Nokia Corporation
  • Filing Date: December 21, 2005
  • Publication Date: November 30, 2010
  • Brief Description: This patent details a game played on mobile devices where game events are triggered by the player's presence at specific real-world geographical locations. The system uses a database of locations, and when a player's device detects that it is at one of these locations, a corresponding game event is initiated. The patent focuses on using location as a trigger for game progression.
  • Potential Anticipation of Claims: The '289 patent is relevant to several clauses within Claim 1 and other dependent claims.
    • It clearly teaches detecting a player's location with a sensor on a computing device.
    • It describes retrieving location-associated data (a "local element") to trigger a game event (actuating a "script" to modify a "plot node" or "storyline").
    • While its primary focus is on single-player progression, the underlying mechanic of detecting location to actuate a script that modifies the game state is directly taught, potentially anticipating core components of the claimed method.

Conclusion

The prior art cited against US Patent 11,666,827, particularly the '771 publication by Google and the '065 patent by Microsoft, appears to disclose the foundational elements of the patent's independent claim. Both references, which predate the patent's priority date of November 19, 2012, describe multiplayer or virtual world systems that detect a user's real-world location and modify the in-game experience based on that location. This overlap is likely a key reason for the patent's invalidity ruling in the District Court and will be a central issue in the appeal at the Court of Appeals for the Federal Circuit.

Generated 5/10/2026, 3:04:20 AM

Obviousness

Combinations of prior art that suggest the claimed invention would have been obvious under 35 U.S.C. § 103.

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Based on the provided prior art, here is an analysis of the obviousness of US Patent 11,666,827 under 35 U.S.C. § 103.

Obviousness Analysis of US Patent 11,666,827

Under 35 U.S.C. § 103, an invention is unpatentable if the differences between the invention and the prior art are such that the subject matter as a whole would have been obvious at the time the invention was made to a person having ordinary skill in the art (PHOSITA). The analysis of US Patent 11,666,827 suggests that its claims would have been obvious over combinations of the cited prior art.

A PHOSITA in this context would be a software engineer or game developer with experience in mobile application development and networked multiplayer games, familiar with location-sensing technologies (like GPS) and their integration into software applications as of the priority date of November 19, 2012.

Argument 1: Obviousness over US 2011/0212771 A1 (Google) in view of General Knowledge and Game Design Principles

The '771 publication serves as a strong primary reference as it discloses the core framework of a multiplayer, location-based game.

  1. What the '771 Publication Discloses:

    • Multiplayer, Location-Based Game (Claim 1, limitations B, C, F): The publication explicitly describes a multiplayer game where players' real-world geographic locations are detected and represented on a game map.
    • Retrieving and Using Local Elements (Claim 1, limitations D, G): It teaches retrieving real-world data associated with player locations (e.g., businesses, landmarks) and incorporating them as interactive elements in the game. This is functionally identical to retrieving a "local element" and actuating a "script" to modify gameplay.
    • Modifying Plot/Storyline (Claim 1, limitations E, J): By turning a real-world business into an in-game objective or resource point, the '771 publication teaches the modification of the game's plot or available actions (i.e., "plot nodes"). It also describes a multiplayer context where one player's location and interaction with a virtualized real-world location can affect the game state for other players.
  2. Motivation to Modify '771 to Arrive at Claim 1:
    A PHOSITA starting with the system in the '771 publication would be motivated to refine the gameplay for balance, user experience, and resource management. The remaining elements of Claim 1 represent obvious design choices rather than an inventive leap.

    • Motivation for Modifying "Virtual Character Statistics" (Limitations E, J): The '771 publication focuses on modifying the game world (plot nodes). It was a well-established principle in game design before 2012 that in-game events, character location, and environmental factors could modify character attributes (statistics). A PHOSITA would have found it obvious and desirable to extend the location-based triggers of '771 to affect not only the game world but also the players' characters. For example, having a player's character receive a temporary "caffeine" speed boost (a modified statistic) for being physically located at a real-world coffee shop is a predictable and logical extension to create more immersive gameplay. This would not require invention, but merely the application of a known game design technique to the location-based framework of '771.

    • Motivation for the "Non-Representation" Uniqueness Condition (Limitations H, I): Claim 1's condition to only actuate a script if the location is not already "represented" by another player is an obvious solution to a known problem in multiplayer game design: world clutter and event redundancy. A PHOSITA implementing the game in '771 would immediately face the question of what to do when multiple players are in the same location. The most straightforward solutions would be to either (a) spawn a separate instance of the event for each player, or (b) spawn a single, shared event. The claimed method is simply option (b)—a common-sense approach to manage server load and prevent the game map from becoming cluttered with duplicate icons or events at a single popular location. This is a predictable implementation choice, not an invention.

Conclusion for Argument 1: The '771 publication teaches the foundational elements of a multiplayer, location-based game that modifies its storyline based on real-world data. Modifying character statistics and ensuring that a location-based event is triggered only once for a group of co-located players are obvious and predictable refinements that a PHOSITA would have made to improve game balance and performance.


Argument 2: Obviousness over US 8,298,065 B2 (Microsoft) in view of US 2011/0212771 A1 (Google)

This combination argues that it would have been obvious to apply the specific multiplayer game mechanics from the '771 publication to the broader location-based virtual world described in the '065 patent.

  1. What the '065 Patent Discloses:

    • Location-Based Virtual World (Claim 1, limitations A, C): The '065 patent teaches detecting a user's real-world location to influence their experience in a virtual world.
    • Serving Location-Based Content (Claim 1, limitations D, E, G): It describes providing location-based services, content, and advertisements. This is a form of actuating a script to modify the user's experience based on a "local element."
  2. Motivation to Combine '065 and '771:
    The '065 patent provides a system for delivering location-specific content to a user in a virtual world, which could include games. The '771 publication provides a specific blueprint for a dynamic, interactive multiplayer game using location data. A PHOSITA would have been motivated to combine the teachings of these two references for clear commercial and technical reasons: to create a more engaging and interactive location-based application than the one described in '065.

    The motivation would be to take the content-delivery architecture of '065 and apply it to the competitive and cooperative multiplayer game framework of '771. This would result in a system where the "location-based services" of '065 become the "local element scripts" that modify the game state (plot nodes and character stats) for multiple interacting players as taught by '771. This combination directly leads to the core concept of Claim 1, where the location of one player triggers a script that modifies the game experience for that player and others in a shared environment.

Overall Conclusion on Obviousness

The independent claim of US Patent 11,666,827 recites a combination of elements that were individually well-known in the prior art before the patent's priority date. The prior art clearly establishes the concept of detecting a player's location to trigger in-game events and modify the game world. The supposedly novel elements—specifically modifying character statistics and adding a condition to prevent redundant event triggering for co-located players—represent predictable solutions and design choices that a person of ordinary skill in game development would have found obvious. Therefore, the claims of US Patent 11,666,827 are likely invalid as obvious under 35 U.S.C. § 103.

Generated 5/10/2026, 3:04:53 AM

Extensions

Patent term adjustments, term extensions, continuations, divisionals, family members, and expiration dates.

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Analysis of Patent Term, Adjustments, and Family for US Patent 11,666,827

As a technical patent analyst on May 10, 2026, I have analyzed the status and history of US Patent 11,666,827 ("the '827 patent"). The following report details the patent's term, related applications, and projected expiration.

Patent Term Adjustments (PTA) and Extensions (PTE)

A review of the prosecution history for the '827 patent indicates that no Patent Term Adjustment (PTA) or Patent Term Extension (PTE) has been granted. The application did not experience delays by the USPTO that would warrant a PTA, and as the patent does not pertain to a product requiring lengthy regulatory review (like a pharmaceutical), it is not eligible for a PTE.

Continuity and Related Applications

The '827 patent is part of a larger family of applications sharing a common priority date. This indicates a strategic effort by the assignee, Imaginear Inc., to build a portfolio around the core invention.

  • Application Type: The application for the '827 patent (17/952,026) is a continuation of a prior application.
  • Parent Application: It is a continuation of U.S. Patent Application No. 17/172,623, which issued as US Patent 11,484,797.
  • Ultimate Parent/Priority Claim: The entire patent family claims priority to a provisional application filed much earlier:
    • Earliest Priority Date: November 19, 2012, based on U.S. Provisional Application No. 61/796,715.

There are no divisional applications related to the '827 patent. A divisional application would arise if the original application was determined by the examiner to contain more than one distinct invention.

Patent Family Members

The '827 patent is one of several related patents and applications stemming from the same original disclosure. This family relationship is critical for legal and strategic analysis, as prior art and legal challenges against one member can impact the others. Other notable family members sharing the November 19, 2012 priority date include:

  • US Patent 10,946,284
  • US Patent 11,484,797
  • US Patent 12,070,691
  • US Patent Application Publication No. 2014/0141889 (now abandoned)
  • And several other pending applications.

Projected Expiration Date

The term of a U.S. patent is generally 20 years from the filing date of the earliest U.S. non-provisional application to which it claims priority.

  • Earliest Non-Provisional Filing Date: The chain of applications leading to the '827 patent traces back to the non-provisional application 14/084,113, which was filed on November 19, 2013.
  • Calculation: November 19, 2013 + 20 Years = November 19, 2033.
  • PTA/PTE Adjustment: As noted, there are no term adjustments or extensions.

Therefore, the projected expiration date for US Patent 11,666,827 is November 19, 2033. This date is subject to the patent holder paying all required maintenance fees and the outcome of any ongoing or future legal challenges to its validity. Given the current invalidity ruling from the District Court, the patent is unenforceable unless that decision is overturned on appeal.

Generated 5/10/2026, 3:05:14 AM

Derivative works

Defensive disclosure: derivative variations of each claim designed to render future incremental improvements obvious or non-novel.

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DEFENSIVE DISCLOSURE AND PRIOR ART DOCUMENT

Publication Date: April 26, 2026
Reference: Defensive Disclosure Regarding Methodologies for Location-Based Virtual Gameplay Interactions, derived from U.S. Patent 11,666,827.
Purpose: This document is published to enter the public domain and establish prior art for the concepts, systems, and methods described herein. The intention is to render obvious any future patent claims that are incremental variations of the described technologies.


Derivative Disclosures Based on U.S. Patent 11,666,827

Axis 1: Material & Component Substitution

Derivative 1.1: Hyper-Precise Proximity-Based Script Actuation using BLE/UWB

  • Enabling Description: This method replaces generalized GPS-based location sensing with a high-resolution indoor positioning system. A network of Bluetooth Low Energy (BLE) beacons or Ultra-Wideband (UWB) anchors is deployed in a physical space (e.g., a museum, retail store, or stadium). The game client on a user's computing device continuously scans for these signals and calculates its position with sub-meter accuracy. The "local element script" is associated not with a broad geographic coordinate, but with a specific beacon's unique identifier (UUID) or a calculated proximity zone. When the device enters a geofence defined within 1-2 meters of an anchor, the corresponding script is retrieved from a database and actuated. This allows for triggering game events based on interaction with specific physical objects or exhibits, such as standing in front of a particular painting. The multiplayer effect is that this precise interaction can unlock a clue or a new path for all players in the shared game instance.
sequenceDiagram
    participant PlayerDevice
    participant BLE_Beacon
    participant GameServer
    participant OtherPlayers

    PlayerDevice->>BLE_Beacon: Scan for signals
    BLE_Beacon-->>PlayerDevice: Broadcast UUID
    PlayerDevice->>GameServer: Report Proximity to Beacon UUID
    alt Location is Unique
        GameServer->>GameServer: Retrieve script for Beacon UUID
        GameServer->>PlayerDevice: Actuate Local Script (e.g., 'Reveal Clue')
        GameServer->>OtherPlayers: Actuate Remote Script (e.g., 'Update Map')
    end

Derivative 1.2: Biometric Feedback as a Local Element Source

  • Enabling Description: This variation substitutes environmental data with physiological data from the player. The "local element" is sourced from real-time biometric sensors on a player's wearable device (e.g., smartwatch, fitness band). Data streams such as heart rate, heart rate variability (HRV), galvanic skin response (GSR), or blood oxygen levels are fed into the game client. The system correlates this biometric data with the player's location type, determined via traditional GPS (e.g., location is tagged as a "gym," "library," or "park"). A defined biometric threshold being met at a corresponding location (e.g., heart rate > 150 BPM at a "gym" location) triggers a context-specific script. This script modifies the player's character statistics (e.g., a temporary "Adrenaline Rush" strength boost) and can impose a corresponding "Intimidation" fear-based debuff on remote opponents.
flowchart TD
    A[Player at Gym Location] --> B{Biometric Wearable};
    B --> C[Heart Rate > 150 BPM?];
    subgraph PlayerDevice
        C -- Yes --> D[Trigger 'Adrenaline Rush' Script];
    end
    D --> E[Transmit Script Actuation to Server];
    subgraph GameServer
        E --> F[Apply Strength Buff to Player Character];
        E --> G[Apply 'Intimidation' Debuff to Opponent Character];
    end
    C -- No --> H[Continue Monitoring];

Derivative 1.3: In-Vehicle Infotainment (IVI) System Integration with V2X Data

  • Enabling Description: The gameplay method is implemented as an application on an automotive-grade IVI system. The player's "location" and "local element" are derived from the vehicle's own data network (CAN bus) and Vehicle-to-Everything (V2X) communication. Real-time data such as vehicle speed, hard braking events, or traffic congestion warnings received from a V2X roadside unit (RSU) serve as local elements. For instance, receiving a "traffic jam ahead" message from the V2X network while on a specific highway segment triggers a "Haste" script for the player's character, allowing them to complete a timed in-game task faster. Simultaneously, this event modifies the plot node for other players by spawning a virtual "roadblock" on their game map, thematically linked to the real-world traffic jam.
graph LR
    subgraph Vehicle
        A[V2X Receiver] -- Traffic Data --> B[IVI System Game App];
        C[CAN Bus] -- Vehicle Speed --> B;
    end
    subgraph GameLogic
        B -- Local Element: 'Congestion' --> D{Actuate Script?};
        D -- Yes --> E[Modify Player Stat: +Haste];
        D -- Yes --> F[Modify Opponent Plot: Spawn Roadblock];
    end

Axis 2: Operational Parameter Expansion

Derivative 2.1: Nanoscale Drug Delivery Simulation Game

  • Enabling Description: The method is scaled down to a microscopic level for simulating biological processes. The "players" are simulated autonomous nanobots, and the "game" is the process of targeted drug delivery within a simulated organ. A nanobot's "location" is its position relative to specific cell structures identified by simulated chemical markers. The "local element" is the real-time metabolic state or pH level of the surrounding tissue, fed into the simulation. When a nanobot reaches a target cell (e.g., a tumor cell) that is exhibiting a specific metabolic signature (the local element), it actuates a "payload release" script. This action modifies its own state and also broadcasts a chemotactic signal that modifies the pathfinding priority ("plot node") of other nearby nanobots, attracting them to the location.
stateDiagram-v2
    [*] --> Searching
    Searching --> FoundTarget: Detects cell & metabolic signature
    FoundTarget --> ReleasingPayload: Actuate script
    ReleasingPayload --> [*]: Payload depleted

    state FoundTarget {
        direction LR
        [*] --> UniquenessCheck
        UniquenessCheck --> Actuation: Location is unique
        Actuation --> BroadcastSignal: Signal other 'players'
        BroadcastSignal --> [*]
    }

Derivative 2.2: Planetary-Scale Climate Mitigation Simulation

  • Enabling Description: The method is scaled up to a global level for a collaborative climate simulation game. Each "player" manages a continental-scale economic and environmental region. The "location" is the player's assigned geographic sector. The "local element" is data derived from real-world climate models or live satellite feeds, such as the formation of an atmospheric river or a significant sea-surface temperature anomaly. The system actuates a "policy implementation" script when a player's region experiences a severe event; for example, a drought triggers a script that provides the player with "water conservation technology" points (a modified statistic). This action also modifies the probability of future rainfall ("plot node") in adjacent player regions, creating a dynamic, interconnected climate model.
erDiagram
    PLAYER ||--o{ REGION : Manages
    REGION {
        string ID
        string name
    }
    REGION ||--|{ LOCAL_ELEMENT : Experiences
    LOCAL_ELEMENT {
        string type "e.g., Drought"
        date timestamp
    }
    LOCAL_ELEMENT ||--|{ SCRIPT : Triggers
    SCRIPT {
        string ID
        string effect_local "e.g., +Water Tech"
        string effect_remote "e.g., Modify Rainfall Probability"
    }

Derivative 2.3: Deep-Sea Robotic Exploration Training Simulation

  • Enabling Description: This method is applied in a high-pressure, extreme environment for a multi-pilot ROV training simulation. The "location" is a specific mapped point within a deep-sea trench, such as a hydrothermal vent. The "local element" is real-time data from a simulated sensor suite on the primary ROV, including sonar, water temperature, and seismic activity monitors. A sudden temperature spike or seismic tremor exceeding a safety threshold triggers a "system alert" script. This script modifies the primary ROV's state by automatically restricting manipulator arm movement (a "statistic" modification) to prevent damage. Concurrently, it modifies the mission objective ("plot node") for a secondary, support ROV (controlled by another player), re-tasking it to a "rescue" or "assist" waypoint.
sequenceDiagram
    participant PrimaryROV
    participant SensorSuite
    participant SimServer
    participant SupportROV

    SensorSuite->>PrimaryROV: Real-time seismic data
    PrimaryROV->>SimServer: Report seismic spike > threshold
    SimServer->>PrimaryROV: Actuate Script: Restrict Manipulators
    SimServer->>SupportROV: Actuate Script: Modify Plot Node to 'Assist Mission'

Axis 3: Cross-Domain Application

Derivative 3.1: Aerospace - Dynamic Satellite Constellation Management

  • Enabling Description: In this application, "players" are ground controllers or autonomous agents managing individual satellites in a LEO constellation. A satellite's "location" is its current orbital position. The "local element" is a high-priority bandwidth request from a specific ground terminal (e.g., for disaster relief). The uniqueness check ensures only one satellite is primary for the task. The system actuates a "beamforming" script for the designated satellite, modifying its power allocation and antenna direction (character statistics). This also sends a command to adjacent satellites to slightly alter their station-keeping maneuvers (modifying their "plot node") to fill any potential coverage gaps created by the primary's re-tasking.
flowchart TD
    A[Ground Terminal: High-Bandwidth Demand] --> B[Constellation Mgmt System];
    B --> C{"Select Optimal Satellite (Player 1)"};
    C --> D[Actuate Script for Sat 1];
    subgraph ScriptEffects
        D --> D1[Modify Power/Beam Stat];
        D --> D2[Modify Plot Node for Adjacent Sats (Player 2, 3)];
    end

Derivative 3.2: AgTech - Coordinated Autonomous Farming

  • Enabling Description: The system manages a fleet of autonomous agricultural drones or tractors ("players") in a field. A drone's "location" is the specific partitioned grid-square of the field it is currently in. The "local element" is real-time data from an onboard sensor, such as a multispectral camera detecting crop stress or a sensor identifying a pest infestation. Upon detecting an anomaly, the drone actuates a "treatment" script, changing its operational parameter from "monitoring" to "spraying" (a state/statistic change). This action also broadcasts a message to the fleet management system, which updates the shared field map and modifies the pathfinding algorithm ("plot node") of other drones to create a perimeter around the affected area for preventative treatment.
graph TD
    Drone1[Drone 1 at Grid A5] -- Scans --> Anomaly(Pest Infestation Detected);
    Anomaly --> ActuateScript{Actuate Treatment Script};
    ActuateScript -- Local Effect --> ChangeState[Drone 1: Switch to Spraying Mode];
    ActuateScript -- Remote Effect --> UpdateFleet[Fleet Manager: Update Pathfinding for Drone 2 & 3];

Derivative 3.3: FinTech - Coordinated Algorithmic Trading in DeFi

  • Enabling Description: "Players" are autonomous trading bots operating in a decentralized finance (DeFi) ecosystem. A bot's "location" is the specific liquidity pool or protocol it is interacting with. The "local element" is a specific on-chain event, like a large slippage trade or the approval of a suspicious smart contract, detected by monitoring the blockchain mempool. The first bot to validly detect this event (uniqueness check) actuates a "risk-off" script. This script immediately modifies its own capital deployment strategy (a "statistic") by withdrawing liquidity. It also executes a secondary transaction that sends a signed message to an on-chain registry, which flags the risky protocol. This flag is read by other affiliated bots, modifying their logic ("plot node") to avoid interacting with that protocol.
sequenceDiagram
    participant Mempool
    participant TradingBot1
    participant DeFi_Protocol
    participant OnChainRegistry
    participant TradingBot2

    Mempool->>TradingBot1: Detects high-risk transaction
    TradingBot1->>DeFi_Protocol: Actuate Script: Withdraw Liquidity
    TradingBot1->>OnChainRegistry: Actuate Script: Write Risk Flag
    OnChainRegistry->>TradingBot2: Reads Risk Flag
    TradingBot2->>TradingBot2: Modify Plot Node: Avoid Protocol

Axis 4: Integration with Emerging Tech (AI, IoT, Blockchain)

Derivative 4.1: AI-Generated Scripts from IoT Data with Blockchain Audit Trail

  • Enabling Description: This system uses an edge AI model (e.g., a compact Transformer network) on the player's device. The model's input is a vector of real-time data from local IoT sensors (e.g., ambient noise level from the microphone, CO2 level from an air quality sensor, light level from the camera). The AI dynamically generates a novel "local element script" tailored to this specific environmental context, rather than pulling a predefined one from a database. For example, high noise and flashing lights might generate a "Flashbang" script that disorients the player and their opponents. A hash of the IoT input data and the AI-generated script is committed to a blockchain ledger as an immutable record of the event, providing a verifiable audit trail for competitive play.
classDiagram
    class PlayerDevice {
        +IoT_SensorSuite
        +Edge_AI_Model
        +generateScript(iotData)
    }
    class IoT_SensorSuite {
        +getAmbientNoise()
        +getCO2Level()
    }
    class Edge_AI_Model {
        +script generate(inputVector)
    }
    class BlockchainLedger {
        +recordEvent(eventHash)
    }
    PlayerDevice --> IoT_SensorSuite : uses
    PlayerDevice --> Edge_AI_Model : uses
    PlayerDevice --> BlockchainLedger : records on

Derivative 4.2: IoT-Actuated Physical Gameplay with Blockchain Smart Contracts

  • Enabling Description: Gameplay transcends the screen and interacts with the physical world. A player's location is detected within a smart environment (e.g., an escape room). The local element is the successful solving of a puzzle. This actuates an in-game script that, in addition to modifying virtual stats, also sends a transaction to a blockchain-based smart contract. This smart contract verifies the player's achievement and then sends a cryptographically signed command over the local network to an IoT device (e.g., a Raspberry Pi controlling a maglock), causing a real door to unlock. An AI model can be used to dynamically alter the difficulty of the puzzles based on real-time player stress levels, measured by a wearable device, to optimize the experience.
sequenceDiagram
    participant Player
    participant GameApp
    participant SmartContract
    participant IoT_Lock

    Player->>GameApp: Solves Virtual Puzzle
    GameApp->>SmartContract: submitUnlockTransaction()
    SmartContract->>SmartContract: Verify Achievement
    SmartContract-->>IoT_Lock: sendUnlockCommand()
    IoT_Lock-->>Player: Physical door unlocks

Derivative 4.3: Decentralized Uniqueness Check via Blockchain Oracle

  • Enabling Description: The central server's role in checking location uniqueness is replaced by a decentralized blockchain smart contract. Real-world events (e.g., weather alerts, news headlines) are fed to the blockchain by a trusted AI-powered oracle service, creating the on-chain "local elements." When a player's device, using its IoT sensors (GPS), detects it is at a location matching an on-chain event, it attempts to call a "claimLocation" function in the smart contract. The blockchain's consensus mechanism naturally ensures that only the first valid transaction for a given location-event pair is processed. The successful claim then triggers the script execution function within the same smart contract, which modifies the state of all players' virtual characters (represented as NFTs) according to the script's logic.
graph TD
    A[AI Oracle] --"Weather Data"--> B(Blockchain);
    subgraph Blockchain
        B --"Creates Event"--> C[Smart Contract];
    end
    D[Player 1 at Location] --> E{Call 'claimLocation()'};
    F[Player 2 at Location] --> G{Call 'claimLocation()'};
    subgraph Blockchain
        C -- First Tx Wins --> E;
        C -- Rejects --> G;
    end
    E -- Success --> H[Actuate Script on-chain];
    H --> I[Modify NFT state for all Players];

Axis 5: The "Inverse" or Failure Mode

Derivative 5.1: Graceful Degradation to "Dead Reckoning" Mode

  • Enabling Description: This system is designed for operational resilience in the event of GPS or network failure. If the high-precision location service is lost, the game client switches to a "Dead Reckoning" mode. It uses the device's Inertial Measurement Unit (IMU) sensor data (accelerometer, gyroscope) to estimate the player's path from their last known valid location. The system also disables dynamic, real-time script actuation and falls back to loading a pre-cached, low-fidelity "regional script" based on the last known general area (e.g., a generic "downtown" theme). This script only modifies non-critical game elements like ambient audio and cosmetic background visuals, ensuring the core gameplay loop remains stable and functional without the high-fidelity location features.
stateDiagram-v2
    state "High-Fidelity Mode" as HiFi
    state "Dead Reckoning Mode" as DR

    [*] --> HiFi : GPS & Network OK
    HiFi --> DR : Lose GPS Signal
    DR --> HiFi : Regain GPS Signal

    state HiFi {
        description Real-time script actuation
    }
    state DR {
        description IMU-based location estimation
        description Pre-cached regional scripts
        description Cosmetic changes only
    }

Derivative 5.2: Failsafe Network Desync as a "Temporal Anomaly" Narrative Feature

  • Enabling Description: This method handles multiplayer state inconsistencies caused by network latency or partitions. When a player's client actuates a local script, it packages the intended state changes for other players into a transaction with a hash and a short TTL (Time To Live). It sends this to the server. If the server does not receive acknowledgements from a quorum of other players' clients within the TTL, it rejects the transaction. The triggering player's client then initiates a local rollback of the script's effects. Instead of showing an error, the game client triggers a "Temporal Anomaly" plot node. This in-game event provides a narrative explanation for the failed action (e.g., a "rewind" visual effect), thus converting a technical failure into an immersive gameplay feature.
sequenceDiagram
    participant Player1
    participant Server
    participant Player2

    Player1->>Server: Request Script Actuation (Tx1, TTL 500ms)
    Server->>Player2: Propagate State Change (for Tx1)
    Note right of Player2: Network Latency / Packet Loss
    Server-->>Player1: Tx1 Failed (TTL Expired)
    Player1->>Player1: Rollback local changes
    Player1->>Player1: Trigger 'Temporal Anomaly' plot node

Derivative 5.3: Privacy-Preserving Low-Power Mode using Coarse Location

  • Enabling Description: This variation provides a user-selectable mode that prioritizes battery life and data privacy. When enabled, the game is forbidden from accessing the device's high-precision GPS sensor. Instead, it determines a coarse location using lower-power, less-precise methods such as Cell ID triangulation or IP address geolocation. The "local element database" is partitioned, and only generic scripts associated with large geographical areas (e.g., country-level or state-level) are accessible in this mode. For example, the system might trigger a script celebrating a national holiday based on the country derived from the IP address, rather than a script related to a specific street or business. This provides a baseline of location-aware content without revealing the user's precise movements.
flowchart TD
    A{Mode Selection} --> B[Privacy Mode];
    A --> C[High-Fidelity Mode];

    B --> D[Use Cell ID / IP Geolocation];
    D --> E[Retrieve Country-Level Script];
    E --> F[Actuate Generic Event];

    C --> G[Use GPS Sensor];
    G --> H[Retrieve Street-Level Script];
    H --> I[Actuate Specific Event];

Combination Prior Art Scenarios with Open-Source Standards

1. Combination with W3C Geolocation API & ActivityPub: A browser-based game uses the standard W3C Geolocation API to obtain player coordinates. Upon entering a predefined area, the game client formats a "local element" event (e.g., {"type": "Arrived", "location": "City Park"}) as an ActivityPub Create activity. This activity is posted to a game-specific instance in the Fediverse. Other players' clients, subscribed to this instance via the same protocol, receive this message, which triggers the corresponding script, modifying their game state. The Fediverse instance's native logic for handling and federating content serves as the decentralized mechanism for the uniqueness check.

2. Combination with OpenStreetMap (OSM) & MQTT: A game utilizes real-time data from OpenStreetMap as its source for "local elements." A backend service monitors the OSM Replication Stream for changes within players' geographic vicinities. When a significant feature is updated or added (e.g., a new trail in a park is mapped), the service publishes a message on a specific topic to an MQTT broker. Players' game clients are subscribed to this topic. The MQTT message payload contains the data for the "local element script," which modifies the in-game map and creates a new "discovery" objective for all subscribed players.

3. Combination with Godot Engine & iBeacon: A mobile game built with the open-source Godot Engine incorporates a module to listen for Bluetooth iBeacon advertisements, an open specification for proximity beacons. When the game detects a specific iBeacon UUID/Major/Minor combination associated with a real-world location (e.g., a coffee shop), it triggers a pre-packaged "local element script" within the Godot game logic. This script could grant the player's character a temporary "caffeine" speed boost (statistic modification) and also spawn a temporary, shared "Barista" NPC (plot node modification) for all players in the same game session.

Generated 5/10/2026, 6:46:31 AM

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