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Zynga owes IBM $45M after using 1980s patented technology for hit games

A bountiful harvest awaits —

Zynga plans to appeal and confirms no games will be affected.

Zynga owes IBM $45M after using 1980s patented technology for hit games

Zynga must pay IBM nearly $45 million in damages after a jury ruled that popular games in its FarmVille series, as well as individual hits like Harry Potter: Puzzles and Spells, infringed on two early IBM patents.

In an SEC filing, Zynga reassured investors that “the patents at issue have expired and Zynga will not have to modify or stop operating any of the games at issue” as a result of the loss. But the substantial damages owed will likely have financial implications for Zynga parent company Take-Two Interactive Software, analysts said, unless Zynga is successful in its plans to overturn the verdict.

A Take-Two spokesperson told Ars: “We are disappointed in the verdict; however, believe we will prevail on appeal.”

For IBM, the win comes after a decade of failed attempts to stop what it claimed was Zynga’s willful infringement of its patents.

In court filings, IBM told the court that it first alerted Zynga to alleged infringement in 2014, detailing how its games leveraged patented technology from the 1980s that came about when IBM launched Prodigy.

But rather than negotiate with IBM, like tech giants Amazon, Apple, Google, and Facebook have, Zynga allegedly dodged accountability, delaying negotiations and making excuses to postpone meetings for years. In that time, IBM alleged that rather than end its infringement or license IBM’s technologies, Zynga “expanded its infringing activity” after “openly” admitting to IBM that “litigation would be the only remaining path” to end it.

This left IBM “no choice but to seek judicial assistance,” IBM told the court.

IBM argued that its patent, initially used to launch Prodigy, remains “fundamental to the efficient communication of Internet content.” Known as patent ‘849, that patent introduced “novel methods for presenting applications and advertisements in an interactive service that would take advantage of the computing power of each user’s personal computer (PC) and thereby reduce demand on host servers, such as those used by Prodigy,” which made it “more efficient than conventional systems.”

According to IBM’s complaint, “By harnessing the processing and storage capabilities of the user’s PC, applications could then be composed on the fly from objects stored locally on the PC, reducing reliance on Prodigy’s server and network resources.”

The jury found that Zynga infringed that patent, as well as a ‘719 patent designed to “improve the performance” of Internet apps by “reducing network communication delays.” That patent describes technology that improves an app’s performance by “reducing the number of required interactions between client and server,” IBM’s complaint said, and also makes it easier to develop and update apps.

The company told the court that licensing these early technologies helps sustain the company’s innovations today.

As of 2022, IBM confirmed that it has spent “billions of dollars on research and development” and that the company vigilantly protects those investments when it discovers newcomers like Zynga seemingly seeking to avoid those steep R&D costs by leveraging IBM innovations to fuel billions of dollars in revenue without paying IBM licensing fees.

“IBM’s technology is a key driver of Zynga’s success,” IBM argued back in 2022, and on Friday, the jury agreed.

“IBM is pleased with the jury verdict that recognizes Zynga’s infringement of IBM’s patents,” IBM’s spokesperson told Ars.

Cost of pre-Internet IBM licenses

In its defense, Zynga tried and failed to argue that the patents were invalid, including contesting the validity of the 1980s patent—which Zynga claimed never should have been issued, alleging it was due to “intent to deceive” the patent office by withholding information.

It’s currently unclear what licensing deal IBM offered to Zynga initially or how much Zynga could have paid to avoid damages awarded this week. IBM did not respond to Ars’ request to further detail terms of the failed deal.

But the 1980s patent in particular has been at the center of several lawsuits that IBM has raised to protect its early intellectual property from alleged exploitation by Internet companies. Back in 2006, when IBM sued Amazon, IBM executive John Kelly vowed to protect the company’s patents “through every means available.” IBM followed through on that promise throughout the 2010s, securing notable settlements from various companies, like Priceline and Twitter, where terms of the subsequent licensing deals were not disclosed.

However, IBM’s aggressive defense of its pre-Internet patents hasn’t dinged every Internet company. When Chewy pushed back on IBM’s patent infringement claims in 2021, the pet supplier managed to beat IBM’s claims by proving in 2022 that its platform was non-infringing, Reuters reported.

Through that lawsuit, the public got a rare look into how IBM values its patents, attempting to get Chewy to agree to pay $36 million to license its technologies before suing to demand at least $83 million in damages for alleged infringement. In the end, Chewy was right to refuse to license the tech just to avoid a court battle.

Now that some of IBM’s early patents have become invalid, IBM’s patent-licensing machine may start slowing down.

For Zynga, the cost of fighting IBM so far has not restricted access to its games or forced Zynga to redesign its platforms to be non-infringing, which were remedies sought in IBM’s initial prayer for relief in the lawsuit. But overturning the jury’s verdict to avoid paying millions in damages may be a harder hurdle to clear, as a jury has rejected what may be Zynga’s best defense, and the jury’s notes and unredacted verdict remain sealed.

According to Take-Two’s SEC filing, the jury got it wrong, and Take-Two plans to prove it: “Zynga believes this result is not supported by the facts and the law and intends to seek to overturn the verdict and reduce or eliminate the damages award through post-trial motions and appeal.”

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Roblox announces AI tool for generating 3D game worlds from text

ease of use —

New AI feature aims to streamline game creation on popular online platform.

Someone holding up a smartphone with

On Friday, Roblox announced plans to introduce an open source generative AI tool that will allow game creators to build 3D environments and objects using text prompts, reports MIT Tech Review. The feature, which is still under development, may streamline the process of creating game worlds on the popular online platform, potentially opening up more aspects of game creation to those without extensive 3D design skills.

Roblox has not announced a specific launch date for the new AI tool, which is based on what it calls a “3D foundational model.” The company shared a demo video of the tool where a user types, “create a race track,” then “make the scenery a desert,” and the AI model creates a corresponding model in the proper environment.

The system will also reportedly let users make modifications, such as changing the time of day or swapping out entire landscapes, and Roblox says the multimodal AI model will ultimately accept video and 3D prompts, not just text.

A video showing Roblox’s generative AI model in action.

The 3D environment generator is part of Roblox’s broader AI integration strategy. The company reportedly uses around 250 AI models across its platform, including one that monitors voice chat in real time to enforce content moderation, which is not always popular with players.

Next-token prediction in 3D

Roblox’s 3D foundational model approach involves a custom next-token prediction model—a foundation not unlike the large language models (LLMs) that power ChatGPT. Tokens are fragments of text data that LLMs use to process information. Roblox’s system “tokenizes” 3D blocks by treating each block as a numerical unit, which allows the AI model to predict the most likely next structural 3D element in a sequence. In aggregate, the technique can build entire objects or scenery.

Anupam Singh, vice president of AI and growth engineering at Roblox, told MIT Tech Review about the challenges in developing the technology. “Finding high-quality 3D information is difficult,” Singh said. “Even if you get all the data sets that you would think of, being able to predict the next cube requires it to have literally three dimensions, X, Y, and Z.”

According to Singh, lack of 3D training data can create glitches in the results, like a dog with too many legs. To get around this, Roblox is using a second AI model as a kind of visual moderator to catch the mistakes and reject them until the proper 3D element appears. Through iteration and trial and error, the first AI model can create the proper 3D structure.

Notably, Roblox plans to open-source its 3D foundation model, allowing developers and even competitors to use and modify it. But it’s not just about giving back—open source can be a two-way street. Choosing an open source approach could also allow the company to utilize knowledge from AI developers if they contribute to the project and improve it over time.

The ongoing quest to capture gaming revenue

News of the new 3D foundational model arrived at the 10th annual Roblox Developers Conference in San Jose, California, where the company also announced an ambitious goal to capture 10 percent of global gaming content revenue through the Roblox ecosystem, and the introduction of “Party,” a new feature designed to facilitate easier group play among friends.

In March 2023, we detailed Roblox’s early foray into AI-powered game development tools, as revealed at the Game Developers Conference. The tools included a Code Assist beta for generating simple Lua functions from text descriptions, and a Material Generator for creating 2D surfaces with associated texture maps.

At the time, Roblox Studio head Stef Corazza described these as initial steps toward “democratizing” game creation with plans for AI systems that are now coming to fruition. The 2023 tools focused on discrete tasks like code snippets and 2D textures, laying the groundwork for the more comprehensive 3D foundational model announced at this year’s Roblox Developer’s Conference.

The upcoming AI tool could potentially streamline content creation on the platform, possibly accelerating Roblox’s path toward its revenue goal. “We see a powerful future where Roblox experiences will have extensive generative AI capabilities to power real-time creation integrated with gameplay,” Roblox said  in a statement. “We’ll provide these capabilities in a resource-efficient way, so we can make them available to everyone on the platform.”

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NYT targets Street View Worldle game in fight to wipe out Wordle clones

A world of difference? —

Worldle creator surprised by fight, refuses to bow to NYT.

NYT targets Street View Worldle game in fight to wipe out Wordle clones

The New York Times is fighting to take down a game called Worldle, according to a legal filing viewed by the BBC, in which The Times apparently argued that the geography-based game is “creating confusion” by using a name that’s way too similar to Wordle.

Worldle is “nearly identical in appearance, sound, meaning, and imparts the same commercial impression” to Wordle, The Times claimed.

The Times bought Wordle in 2022, paying software developer Josh Wardle seven figures for the daily word-guessing puzzle game after its breakout success during the pandemic. Around the same time, Worldle was created—along with more than 100 other Wordle spinoffs offering niche alternatives to Wordle, including versions in different languages and completely different games simply using the name construction ending in “-le.” The Times filed for a Wordle trademark the day after buying the game and by March 2022, it started sending takedown requests.

Today, millions visit the Times site daily to play Wordle, but the Times is seemingly concerned that some gamers might be diverted to play Worldle instead, somehow mistaking the daily geography puzzle—where players have six chances to find a Google Street View location on a map—with the popular word game.

This fear seems somewhat overstated, since a Google search for “Worldle” includes Wordle in the top two results and suggests that searchers might be looking for Wordle, but a search for Wordle does not bring up Worldle in the top results.

Despite Google seemingly favoring the popular game in results and likely because of Wordle‘s enormous success, The Times’ litigiousness over the Wordle brand seems to be rising this year as the company looks to rapidly expand its profitable games platform to increase subscriptions. In March, 404 Media reported when The Times began more aggressively taking aim at hundreds of Wordle clones, sending DMCA notices to defend the Wordle trademark.

Some developers, like Chase Wackerfuss, the creator of Reactle, immediately took down their games, feeling it wasn’t worth getting into an intellectual property (IP) battle with the Times, 404 Media reported. The same thing happened with the Wordle Archive, which confirmed in 2022 that access to previous Wordle puzzles was shut down because “sadly, the New York Times has requested that the Wordle Archive be taken down.”

“To me, Wordle is like Tetris or a deck of cards. It’s such a simple premise,” Wackerfuss told 404 Media. He pointed to unique games that wouldn’t exist without building on Wordle‘s premise, including “a Taylor Swift version, a version in all different types of languages. The New York Times would never build those, so I’m not sure why they feel like we’re encroaching on their IP.”

But Worldle’s developer, Kory McDonald, is not backing down just because the Times threatened legal action.

McDonald told the BBC that he was disappointed in the Times targeting Worldle. He runs the game all by himself, attracting approximately 100,000 players monthly, and said that “most of the money he makes from the game goes to Google because he uses Google Street View images, which players have to try to identify.” The game can only be played through a web browser and is supported by ads and annual subscriptions that cost less than $12.

“I’m just a one-man operation here, so I was kinda surprised,” McDonald told the BBC, while vowing to defend his game against the Times’ attempt to take it down.

“There’s a whole industry of [dot]LE games,” McDonald told the BBC. “Wordle is about words, Worldle is about the world, Flaggle is about flags.”

It’s not clear how strong a case the Times would have to enforce the takedown or if it will target other “-le” games next. The list of potential next targets is long and includes a completely different game also called Worldle, where players guess the country based on its outline. Wackerfuss told 404 Media in March that it seemed like the Times was chasing down every lead.

The Times is not commenting on the legal action, the BBC reported, but in the past has targeted Wordle clones that either use the Wordle trademark or its copyrighted gameplay without authorization or permission.

Because McDonald’s game has vastly different gameplay than Wordle, the Times may be limited to only arguing that the similar-sounding names are creating confusion for an average user.

Now it seems possible that McDonald’s fight, if successful, could encourage others to resist takedowns over the Wordle trademark.

McDonald doesn’t think that “world” sounding too much like “word” is an issue, but even if the Times wins the fight, he intends to keep his game online.

“Worst-case scenario, we’ll change the name, but I think we’ll be OK,” McDonald told the BBC.

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