`
`IN THE UNITED STATES DISTRICT COURT
`FOR THE DISTRICT OF DELAWARE
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`
`
`
`
` C.A. No. __________________
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` JURY TRIAL DEMANDED
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`§§§§§§§§§§§
`
`
`AGINCOURT GAMING, LLC,
` Plaintiff,
`
`
`v.
`SONY ONLINE ENTERTAINMENT LLC,
`
`Defendant.
`
`COMPLAINT FOR PATENT INFRINGEMENT
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`Plaintiff Agincourt Gaming, LLC (“Agincourt Gaming”) by its undersigned attorneys, for
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`its complaint against Defendant Sony Online Entertainment LLC (“Sony”), hereby alleges the
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`following:
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`
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`PARTIES
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`1.
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`Agincourt Gaming is a limited liability company organized and existing under the
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`laws of the State of Delaware, with its principal place of business in Dallas, Texas.
`2.
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`Sony Online Entertainment, a division of Sony Corporation, is a limited liability
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`company organized and existing under the laws of the State of Delaware, with its principal place
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`of business in San Diego, California.
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`
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`JURISDICTION AND VENUE
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`3.
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`This is a complaint for patent infringement arising under 35 U.S.C. §§ 100, et
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`seq., and in particular § 271.
`4.
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`This Court has exclusive subject matter jurisdiction pursuant to 28 U.S.C. §§
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`1331 and 1338(a) because this action arises under the patent laws of the United States.
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`1
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`Case 1:14-cv-00198-UNA Document 1 Filed 02/14/14 Page 2 of 9 PageID #: 2
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`5.
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`This Court has personal jurisdiction over Sony because it has committed and
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`continues to commit acts of patent infringement in this judicial district and because it regularly
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`conducts and solicits business in this judicial district, thus deriving substantial revenue from
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`goods used or services rendered in this judicial district.
`6.
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`Venue is proper pursuant to 28 U.S.C. §§ 1391(b)-(c) and 1400(b) in that
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`Defendant Sony resides in this district, has a regular and established practice of business in this
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`district, and has committed acts of infringement in this district.
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`
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`ASSERTED PATENTS
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`7.
`
`On July 6, 2004, United States Patent No. 6,758,755 (“the ’755 patent”) was duly
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`and legally issued for an invention entitled “Prize Redemption System for Games Executed Over
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`A Wide Area Network,” which also has a related continuation in progress. A true and correct
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`copy of the ’755 patent is attached as Exhibit 1.
`8.
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`On October 23, 2001, United States Patent No. 6,306,035 (“the ’035 patent”) was
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`duly and legally issued for an invention entitled “Graphical User Interface For Providing Gaming
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`And Prize Redemption Capabilities.” A true and correct copy of the ’035 patent is attached as
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`Exhibit 2.
`9.
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`On June 4, 2013, United States Patent No. 8,454,432 (“the ’432 patent” was duly
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`and legally issued for an invention titled “Method for Providing Network Gaming System.” A
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`true and correct copy of the ’432 patent is attached as Exhibit 3.
`10.
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`The ’755 patent, the ’035 patent, and the ’432 patent issued from a series of
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`applications extending back to November 14, 1996.
`11.
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`Agincourt Gaming was assigned the ’755 patent, the ’035 patent, and the ’432
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`patent, and continues to hold all rights and interest in all three patents.
`12.
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`Sony designs, makes, markets, uses, offers for sale, and/or sells the following
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`products that infringe the ’755 patent, the ’035 patent, and the ’432 patent: EverQuest and
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`PlanetSide.
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`2
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`Case 1:14-cv-00198-UNA Document 1 Filed 02/14/14 Page 3 of 9 PageID #: 3
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`13.
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`To redress Sony’s infringement of the ’755 patent, the ’035 patent, and the ’432
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`patent, Agincourt Gaming seeks actual damages and a permanent injunction to shut down Sony’s
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`infringing games.
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`
`
`FACTUAL BACKGROUND
`The Recent Rise of Social Network Gaming
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`14.
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`The market for video games has changed dramatically in the last ten years, in
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`terms of delivery of game content, the devices on which games are played, and user
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`demographics.
`15.
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`Video games used to be the sole domain of dedicated console providers and high
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`budget PC content producers. But in the last few years, content delivery over the Internet has
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`matured. The rise of social networking has created a new outlet for games and attracted a new
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`type of “casual” gamer.
`16.
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`The widespread popularity of social network games – which incorporate content
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`or social connections over online social networks like Facebook – is a relatively recent
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`phenomenon. As Sony’s founder and CEO has acknowledged, before 2007 “nobody offered
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`games on the web that were available and accessible to everyone. They were confined to niches
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`of hardcore gamers.”
`17.
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`Online social gaming has become increasingly popular since 2007, when
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`Facebook opened its website to external developers of ad-on games and other applications. That
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`year, Scrabulous, a game mimicking the popular board-game Scrabble, launched on Facebook
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`and quickly expanded to 500,000 daily users.
`18.
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`Scrabulous may have been the first game to successfully take advantage of
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`Facebook’s mammoth social network, but it was hardly the last. Developers quickly realized
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`that providing games over Facebook would allow them to reach hundreds of millions of potential
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`users, at low cost and with high potential for profits.
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`3
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`Case 1:14-cv-00198-UNA Document 1 Filed 02/14/14 Page 4 of 9 PageID #: 4
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`19.
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`Following the early success of Scrabulous, the prevalence and popularity of
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`online social network games skyrocketed. A July 2010 market research survey revealed that
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`56.8 million Americans – roughly one fifth of the U.S. population – played a social network
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`game in the prior three months. Approximately 35% of those users were new to online gaming.
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`It is estimated that nearly 62 million people (or 27% of Internet users) in the United States will
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`play one game on a social network monthly in 2011. The social gaming industry generated $1
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`billion in revenue in 2010, and analysts forecast that worldwide social gaming revenues will
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`reach $5 billion per year by 2015.
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`
`Agincourt Gaming and the Patents-In-Suit
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`20.
`
`Agincourt Gaming was formed in April 2011. Agincourt Gaming is a provider of
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`online social network games. Its business plan focuses on developing its own online social
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`network games and then launching the games for play online.
`21.
`
` In 2013, Agincourt Gaming launched its newest online social network game,
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`Battle Conquest. Battle Conquest incorporates strategy, simulation, and role-play elements in an
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`online platform that utilizes social interaction to enhance the gaming experience. As players
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`interact with the game, they have opportunities to make in-game purchases of virtual goods and
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`other game-related items. To date, Battle Conquest has been played over 1.5 million times. In
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`addition, there are over 130,000 registered players who have fought over five million online
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`battles. Battle Conquest is currently published worldwide in English by two Internet gaming
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`portals. Battle Conquest practices the ’755, ’035, and ’432 patents. Battle Conquest, like many
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`of Sony’s social network games, provides a prize redemption system based on the outcome of
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`game play. Battle Conquest competes with Sony’s games, and Agincourt Gaming is being
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`irreparably harmed by Sony’s infringement of the ’755, ’035, and ’432 patents.
`22.
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`Today, the largest source of revenues for social network game providers is the
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`sale of virtual goods. Consumers are expected to spend $653 million in virtual goods this year,
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`up from $510 million last year. Social games typically allow users to obtain virtual goods in two
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`
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`4
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`Case 1:14-cv-00198-UNA Document 1 Filed 02/14/14 Page 5 of 9 PageID #: 5
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`ways, either by earning them via a prize redemption system based on game play or by purchasing
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`them using PayPal and/or credit cards. Prize-redemption systems help game providers attract
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`and retain users, who drive advertising revenue and who may eventually decide to pay for virtual
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`goods with actual currency (i.e., by paying legal tender for in-game currency, which can then be
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`used to acquire in-game items). The ability to provide more and more prizes for players to attain
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`is a key retention component for social games. Players must consistently have new goals to
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`strive for within the game, and the acquisition of in-game wealth, status, and/or power is a
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`foundational driver of the social gaming experience.
`23.
`
`Agincourt Gaming’s patents-in-suit, which claim priority to 1996, were both far
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`ahead of their time in anticipating the development of credits-based online gaming. Long before
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`the explosion of online games, Agincourt Gaming’s patents-in-suit recognized that allowing
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`online gamers to earn and redeem prizes – including, in particular, game enhancements – based
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`on the outcome of game play would be desirable to players but difficult for game providers to
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`effectively maintain and display.
`24.
`
`Agincourt Gaming’s patents-in-suit solve
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`the problems of
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`incentivizing
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`continuing game play in the context of wide area networks. They do so in an efficient manner
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`that allows for prize management in a highly scalable system.
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`
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`INFRINGEMENT OF U.S. PATENT NO. 6,758,755
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`25.
`
`Agincourt Gaming incorporates and re-alleges paragraphs 1 through 24 as if fully
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`set forth herein.
`26.
`
`Sony has been and still is infringing the ’755 patent, literally or under the doctrine
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`of equivalents, by making, using, importing, offering to sell, and/or selling certain software
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`products, including, but not limited to the products identified in paragraph 11 above.
`27.
`
`As a direct and proximate result of Sony’s acts of infringement, Agincourt
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`Gaming has been, is being, and will be damaged. Sony’s infringement of Agincourt Gaming’s
`
`
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`5
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`
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`Case 1:14-cv-00198-UNA Document 1 Filed 02/14/14 Page 6 of 9 PageID #: 6
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`exclusive rights under the ’755 patent will continue to damage Agincourt Gaming, causing
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`irreparable harm for which there is no adequate remedy at law, unless enjoined by this Court.
`28.
`
`Agincourt Gaming also is entitled to recover from Sony the damages sustained by
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`Agincourt Gaming as a result of Sony’s wrongful acts in an amount subject to proof at trial.
`29.
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`Agincourt Gaming reserves the right to allege, after discovery, that Sony’s
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`infringement is willful and deliberate, entitling Agincourt Gaming to increased damages under
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`35 U.S.C. § 284 and to attorney’s fees and costs incurred in prosecuting this action under 35
`
`U.S.C. § 285.
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`
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`INFRINGEMENT OF U.S. PATENT NO. 6,306,035
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`30.
`
`Agincourt Gaming incorporates and re-alleges paragraphs 1 through 29 as if fully
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`set forth herein.
`31.
`
`Sony has been and still is infringing the ’035 patent, literally or under the doctrine
`
`of equivalents, by making, using, importing, offering to sell, and/or selling certain software
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`products, including, but not limited to the products identified in paragraph 12 above.
`32.
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`As a direct and proximate result of Sony’s acts of infringement, Agincourt
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`Gaming has been, is being, and will be damaged. Sony’s infringement of Agincourt Gaming’s
`
`exclusive rights under the ’035 patent will continue to damage Agincourt Gaming, causing
`
`irreparable harm for which there is no adequate remedy at law, unless enjoined by this Court.
`33.
`
`Agincourt Gaming also is entitled to recover from Sony the damages sustained by
`
`Agincourt Gaming as a result of Defendant Sony’s wrongful acts in an amount subject to proof at
`
`trial.
`
`34.
`
`Agincourt Gaming reserves the right to allege, after discovery, that Sony’s
`
`infringement is willful and deliberate, entitling Agincourt Gaming to increased damages under
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`35 U.S.C. § 284 and to attorney’s fees and costs incurred in prosecuting this action under 35
`
`U.S.C. § 285.
`
`
`
`
`6
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`
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`Case 1:14-cv-00198-UNA Document 1 Filed 02/14/14 Page 7 of 9 PageID #: 7
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`INFRINGEMENT OF U.S. PATENT NO. 8,454,432
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`35.
`
`Agincourt Gaming incorporates and re-alleges paragraphs 1 through 34 as if fully
`
`set forth herein.
`36.
`
`Sony has been and still is infringing the ’432 patent, literally or under the doctrine
`
`of equivalents, by making, using, importing, offering to sell, and/or selling certain software
`
`products, including, but not limited to the products identified in paragraph 12 above.
`37.
`
`As a direct and proximate result of Sony’s acts of infringement, Agincourt
`
`Gaming has been, is being, and will be damaged. Sony’s infringement of Agincourt Gaming’s
`
`exclusive rights under the ’432 patent will continue to damage Agincourt Gaming, causing
`
`irreparable harm for which there is no adequate remedy at law, unless enjoined by this Court.
`38.
`
`Agincourt Gaming also is entitled to recover from Sony the damages sustained by
`
`Agincourt Gaming as a result of Sony’s wrongful acts in an amount subject to proof at trial.
`39.
`
`Agincourt Gaming reserves the right to allege, after discovery, that Sony’s
`
`infringement is willful and deliberate, entitling Agincourt Gaming to increased damages under
`
`35 U.S.C. § 284 and to attorney’s fees and costs incurred in prosecuting this action under 35
`
`U.S.C. § 285.
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`PRAYER FOR RELIEF
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`Agincourt Gaming respectfully requests entry of judgment in its favor and against Sony
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`as follows:
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`(a) Declaring that Sony has infringed and continues to infringe the ’755, ’035, and ’432
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`patents;
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`(b) Awarding actual damages arising out of Sony’s infringement of the ’755, ’035, and
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`’432 patents, together with prejudgment and post-judgment interest, in an amount
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`according to proof;
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`(c) Permanently enjoining Sony and its officers, agents, employees, and those acting in
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`privity with it, from further infringement of the ’755, ’035, and ’432 patents;
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`
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`7
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`Case 1:14-cv-00198-UNA Document 1 Filed 02/14/14 Page 8 of 9 PageID #: 8
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`(d) Awarding attorney’s fees pursuant to 35 U.S.C. § 285 or as otherwise permitted by
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`law; and
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`(e) Awarding such other costs and further relief as the Court may deem just and proper.
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`
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`DEMAND FOR JURY TRIAL
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`Agincourt Gaming respectfully requests a trial by jury on all issues so triable.
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`
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`
`
`FARNAN LLP
`
`
`
`/s/ Brian E. Farnan
`Brian E. Farnan (Bar No. 4089)
`Michael J. Farnan (Bar No. 5165)
`919 N. Market Street, 12th Floor
`Wilmington, Delaware 19801
`(302)777-0300
`(302)777-0301 (fax)
`bfarnan@farnanlaw.com
`mfarnan@farnanlaw.com
`
`
`
`
`
`8
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`Dated: February 14, 2014
`
`
`
`OF COUNSEL:
`
`William Christopher Carmody
`SUSMAN GODFREY LLP
`560 Lexington Avenue, 15th Floor
`New York, New York 10022
`Telephone: (212) 336-8330
`Facsimile: (212) 336-8340
`bcarmody@susmangodfrey.com
`
`David D. Shank
`SUSMAN GODFREY LLP
`901 Main Street, Suite 5100
`Dallas, Texas 75202
`Telephone: (214) 754-1935
`Facsimile: (214) 754-1933
`dshank@susmangodfrey.com
`
`Ian Bradford Crosby
`SUSMAN GODFREY LLP
`1201 Third Ave., Ste. 3800
`Seattle, Washington 98101
`Telephone: (206) 516-3861
`Facsimile: (206) 516-3883
`icrosby@susmangodfrey.com
`
`Manmeet Walia
`SUSMAN GODFREY L.L.P.
`
`
`
`
`
`Case 1:14-cv-00198-UNA Document 1 Filed 02/14/14 Page 9 of 9 PageID #: 9
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`
`
`Attorneys for Plaintiff Agincourt Gaming, LLC
`
`9
`
`1000 Louisiana, Suite 5100
`Houston, TX 77002
`Telephone: (713) 651-9366
`Facsimile: (713) 654-6666
`mwalia@susmangodfrey.com