`
`BEFORE THE PATENT TRIAL AND APPEAL BOARD
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`In the Inter Partes Review of:
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`U.S. Patent No. 9,079,107
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`For: GAME CONTROL METHOD,
`GAME CONTROL DEVICE, AND
`RECORDING MEDIUM
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`Mail Stop Patent Board
`Patent Trial and Appeal Board
`P.O. Box 1450
`Alexandria, VA 22313-1450
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`DECLARATION OF EMMET J. WHITEHEAD, JR., Ph.D.
`IN SUPPORT OF PETITION FOR INTER PARTES
`REVIEW OF U.S. PATENT NO. 9,079,107
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`Supercell
`Exhibit 1003
`Page 1
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`TABLE OF CONTENTS
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`Page
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`I.
`INTRODUCTION ........................................................................................... 1
`BACKGROUND AND QUALIFICATIONS ................................................. 1
`II.
`III. COMPENSATION AND RELATIONSHIP WITH PARTIES ...................... 4
`IV. MATERIAL CONSIDERED .......................................................................... 5
`V.
`BASIS OF OPINIONS FORMED .................................................................. 6
`A.
`Level of Ordinary Skill in the Art ......................................................... 6
`VI. THE ‘107 patent .............................................................................................. 7
`A.
`Purported Invention of the ‘107 Patent ................................................. 8
`B.
`Prosecution History ............................................................................. 14
`VII. LEGAL STANDARD FOR CLAIM CONSTRUCTION ............................ 15
`VIII. OBVIOUSNESS STANDARD ..................................................................... 15
`IX. ANALYSIS OF THE TECHNICAL BASIS UNDERLYING THE
`GROUNDs OF REJECTION SET FORTH IN THE PETITION
`FOR INTER PARTES REVIEW .................................................................... 19
`A.
`State of the Art ..................................................................................... 19
`B.
`Specific References that Render Claims Obvious ............................... 24
`1.
`The combination of Englman, Ronen, Schulhof, and
`Thompson renders obvious the claims of the ‘107
`patent ......................................................................................... 24
`U.S. Patent Pub. No. 2011/0300926 to Englman ..................... 25
`U.S. Patent Pub. No. 2013/0190094 to Ronen ......................... 54
`U.S. Patent No. 8,376,828 to Schulhof ..................................... 60
`Rationale to Combine Englman, Ronen, and Schulhof ............ 63
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`2.
`3.
`4.
`5.
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`Supercell
`Exhibit 1003
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`TABLE OF CONTENTS
`(Continued)
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`Page
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`6.
`7.
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`U.S. Patent No. 7,824,253 to Thompson .................................. 66
`Rationale to Combine Englman, Ronen, Schulhof, and
`Thompson .................................................................................. 68
`Secondary Considerations ......................................................... 71
`Incorporation by Reference and Summary of
`Invalidity ................................................................................... 72
`CONCLUSION ............................................................................................ 116
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`8.
`9.
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`X.
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`ii
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`Supercell
`Exhibit 1003
`Page 3
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`I, Emmet J. Whitehead, Jr., Ph.D., declare as follows:
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`I.
`
`INTRODUCTION
`I have been asked by the party requesting this review, Supercell Oy
`1.
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`(“Petitioner”), to provide my expert opinions in support of the above-captioned
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`petition for inter partes review of U.S. Patent No. 9,079,107 (the “‘107 patent” or
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`the “challenged patent”), challenging the patentability of claims 1-11 of the ‘107
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`patent.
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`2.
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`3.
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`I currently hold the opinions set forth in this declaration.
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`In summary, it is my opinion that the references cited below render
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`obvious the challenged claims of the ‘107 patent. My detailed opinions on the claims
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`are set forth below.
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`II. BACKGROUND AND QUALIFICATIONS
`I earned a Bachelor of Science degree from Rensselaer Polytechnic
`4.
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`Institute in 1989, and both a Master of Science in 1994 and Ph.D. in 2000 in
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`Information and Computer Science from the University of California, Irvine.
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`5.
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`I am currently a Professor in the Computational Media Department at
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`the University of California, Santa Cruz (“UCSC”) in Santa Cruz, California. I am
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`also the Associate Dean for Undergraduate Affairs for the Baskin School of
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`Engineering at UCSC. I was the Chair of the Computational Media Department at
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`UCSC from 2017-2019, and I was the Chair of the Computer Science Department at
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`Supercell
`Exhibit 1003
`Page 4
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`UCSC from 2010 to 2014. I have been a Full Professor at UCSC since 2011. I
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`began working as an Assistant Professor at UCSC in 2000 and became an Associate
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`Professor in 2006.
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`6. My Ph.D. research included being the Founder and Chair of the Internet
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`Engineering Task Force (IETF) Working Group on Web Distributed Authoring and
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`Versioning (WEBDAV). WEBDAV is an extension to the core network protocol of
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`the World Wide Web, the HyperText Transfer Protocol (HTTP) to support remote
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`authoring and version control. WEBDAV is a client-server network protocol. The
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`IETF is a leading standards development organization for Internet protocols.
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`7.
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`In 2005-2006, I led efforts at UCSC to create the BS Computer Science:
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`Computer Game Design degree, the first game design and development degree
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`program in the University of California system. My classes have covered the areas
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`of Computer Games, Web Engineering, and Software Engineering. Specific classes
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`have covered topics of computer game design, programming and projects,
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`procedural content generation for games, construction of database-backed web
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`applications, and Internet protocol design, at both the undergraduate and graduate
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`level. For thirteen years I have taught senior undergraduate game design students
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`working on year-long game projects, and in this role, I have overseen the creation of
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`over 120 computer games. I have also supervised both masters and doctoral students
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`in the pursuit of their thesis work. Focuses of my research have included design of
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`2
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`Supercell
`Exhibit 1003
`Page 5
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`serious games and social network games, procedural content generation for games,
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`Internet protocol design, software repository mining, web engineering, and software
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`engineering.
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`8.
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`As a Professor at UCSC I was Principal Investigator for the Defense
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`Advanced Research Projects Agency (“DARPA”) project Crowd Sourced Formal
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`Verification. For this project, I led the creation of a mobile game titled Xylem: The
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`Code of Plants (“Xylem”) which operated on Apple and Android tablets and
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`communicated via the Internet with a back-end server to retrieve puzzle level
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`information and store player puzzles responses and progress. This game was
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`publicly available in online Apple and Android application stores.
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`9.
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`I have authored or co-authored 15 peer-reviewed journal papers, 91
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`peer-reviewed conference and workshop papers, and 3 book chapters on topics of
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`game design, internet protocol design, procedural content generation, and software
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`engineering.
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`10.
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`I am versatile in the primary technologies used to construct computer
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`games over the past 15 years, including the Unity and Unreal game engines, C++
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`game programming, and HTML5/Canvas/JavaScript. I am also versatile in the key
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`protocols, including HTTP, used for requesting and receiving content (such as web
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`pages) on the World Wide Web. I am also versatile in the operation of web server
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`programs used to receive and process requests for Web content and send the
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`3
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`Supercell
`Exhibit 1003
`Page 6
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`requested content, and browser programs used to request Web content and then to
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`receive and render the Web content.
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`11. Based at least on my education and experience, I consider myself to be
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`an expert in the construction of computer games for both desktop and mobile
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`platforms, the design of client-server systems, the design of client-server internet
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`protocols, and in the protocols used on the World Wide Web.
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`12. My professional background and technical qualifications also are
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`reflected in my Curriculum Vitae, which is attached as Exhibit 1013.
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`III. COMPENSATION AND RELATIONSHIP WITH PARTIES
`I am being compensated for my time. This compensation is not
`13.
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`contingent upon my performance, the outcome of this matter, or any issues involved
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`in or related to this matter.
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`14.
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`I have no financial interest in Petitioner or any related parties. I have
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`been informed that GREE, Inc. (“GREE”) owns the challenged patent. I have no
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`financial interest in and have no contact with GREE beyond the kinds of cursory
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`interactions I often have with game industry professionals at conferences. I similarly
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`have no financial interest in the challenged patent and have not had any contact with
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`the named inventors.
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`Supercell
`Exhibit 1003
`Page 7
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`IV. MATERIAL CONSIDERED
`I have reviewed and considered, in the preparation of this declaration,
`15.
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`the following documents related to the challenged patent:
`
`a.
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`The ‘107 patent (Ex. 1001) and the prosecution file history for
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`the ‘107 patent (Ex. 1002).
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`16.
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`I have also reviewed and understand various references as discussed
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`herein, including the following:
`
`a.
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`U.S. Patent Pub. No. 2011/0300926 to Englman et al. (Ex. 1004
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`“Englman”).
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`b.
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`U.S. Patent Pub. No. 2013/0190094 to Ronen et al (Ex. 1005
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`“Ronen”).
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`c.
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`U.S. Patent No. 8,376,838 to Schulhof et al. (Ex. 1006
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`“Schulhof”).
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`d.
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`U.S. Patent No. 7,824,253 to Thompson et al. (Ex. 1007
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`“Thompson”).
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`17.
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`I understand that the above references form the basis for the grounds
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`for invalidity set forth in the Petition for Inter Partes Review of the challenged
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`patent.
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`5
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`Supercell
`Exhibit 1003
`Page 8
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`18.
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`I understand that, for purposes of determining whether a reference will
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`qualify as prior art, the challenged claims of the challenged patent are entitled to an
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`effective filing date of no earlier than March 12, 2013.
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`19. Additionally, I am aware of information generally available to, and
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`relied upon by, a person of ordinary skill in the art (“POSITA”) as of the effective
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`filing date of the challenged patent, including computer games, technical dictionaries
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`and technical reference materials (including, for example, textbooks, manuals,
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`technical papers, articles, and relevant technical standards); some of my statements
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`below are expressly based on such awareness.
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`20.
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`I reserve the right to supplement my opinions to address any
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`information obtained, or positions taken, based on any new information that comes
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`to light throughout this proceeding.
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`V. BASIS OF OPINIONS FORMED
`A. Level of Ordinary Skill in the Art
`It is my understanding that the challenged patent is to be interpreted
`21.
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`based on how it would be read by a POSITA at the time of the effective filing date
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`of the application. It is my understanding that factors such as the education level of
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`those working in the field, the sophistication of the technology, the types of problems
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`encountered in the art, the prior art solutions to those problems, and the speed at
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`which innovations are made may help establish the level of skill in the art.
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`Supercell
`Exhibit 1003
`Page 9
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`22.
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`I am familiar with the technology at issue and the state of the art at the
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`effective filing date of the challenged patent, March 12, 2013.
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`23.
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`In my opinion, the level of ordinary skill in the art of the challenged
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`patents at the time of the effective filing date is a person with a bachelor’s degree in
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`game design/development,
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`interactive media, computer science, computer
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`engineering, or a related field, with at least two years of professional experience
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`working in computer game design/development. With more education, such as
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`additional graduate degrees or study, less professional experience is needed to attain
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`the ordinary level of skill. Similarly, with more experiential knowledge of computer
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`games, such as experience developed while playing computer games, less
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`professional experience is needed to attain the ordinary level of skill.
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`24.
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`I consider myself to have at least such ordinary skill in the art with
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`respect to the subject matter of the challenged patent at the time of the effective filing
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`date.
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`VI. THE ‘107 PATENT
`25. The ‘107 patent is entitled “Game Control Method, Game Control
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`Device, and Recording Medium.” The ‘107 patent includes 11 claims, all of which
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`are challenged in the Petition for Inter Partes Review.
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`Supercell
`Exhibit 1003
`Page 10
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`Purported Invention of the ‘107 Patent
`A.
`26. The ‘107 patent describes a game control method in which a plurality
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`of users play in cooperation with one another. Ex. 1001, 2:26-29. The specification
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`describes the game as a social game in which users fight a battle against enemy
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`characters with cooperation among members of a guild. Ex. 1001, 1:62-66.
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`Additionally, the specification notes that “[i]n the case where a user fights a battle
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`with an enemy character with cooperation among the guild members and wins the
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`battle, it is possible for the guild members to obtain various kinds of rewards (for
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`example, characters, items, etc.).” Ex. 1001, 1:66-2:3.
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`27. According to the specification, because the purpose of such social
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`games is to win the battle, “the guild tends to consist of users at a high level (experts)
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`in the social game” such that a user at a lower level may only be able to join guilds
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`with other similarly situated users and thus may not be able to obtain certain rewards.
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`Ex. 1001, 2:13-20. The specification notes that this can “cause the motivation for
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`the game of a user at a low level to be reduced.” Ex. 1001, 2:21-22.
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`28.
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`In the specification, the purported solution to the alleged problem with
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`such social games is to provide a “mechanism that enables a user to play in
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`cooperation with a plurality of users (guild) regardless of the level, etc.” Ex. 1001,
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`2:23-25. This solution is purportedly achieved through a “guild event,” in which
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`members of the guild to “collect a plurality of game pieces constituting one item that
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`8
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`Supercell
`Exhibit 1003
`Page 11
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`appears in the card battle game….” Ex. 1001, 17:47-49. As discussed below, this
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`concept is quite well-known.
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`29. Figures (FIGS.) 1 and 2 of the ‘107 patent illustrate the network system
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`and game control device used to provide the social game. FIG. 1 shows a
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`communication terminal 20, operated by a user, that communicates with a game
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`control device 50 via a network 30. FIG. 2 shows components of the game control
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`device 50, including the storage unit 42, which stores information about the guild
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`(“group
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`information”),
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`information about
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`the guild event (“game piece
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`information”), information about the items obtained by the guild members
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`(“obtained game piece information”), and information about the guild member
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`themselves (e.g., a user’s level information). Ex. 1001, 17:57-18:3, FIGS. 12, 14,
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`15. The game piece information includes a game piece type (e.g., “jewel C”), a piece
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`ID (e.g., “C1-C6”), and an appearance probability of the game piece (e.g.,
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`“probability 3”). Ex. 1001, 19:25-27. Different jewel types may target different
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`levels of users by appearing with varying levels of probability based on a user’s skill
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`level. For example, for a jewel type “Jewel D” having pieces D1-D6, pieces D1-D2
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`may appear with a higher probability to low-level users, pieces D3-D4 may appear
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`with a higher probability to intermediate-level users, and pieces D5-D6 may appear
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`with a higher probability to high-level users. Ex. 1001, 19:43-61. “[T]he
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`appearance probabilities of jewel D are set so that each of the pieces constituting the
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`Exhibit 1003
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`jewel D (pieces D1 to D6) is given to users at levels in different ranges.” Ex. 1001,
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`19:62-64. Because the different jewel pieces appear with different probabilities
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`based on skill level, a guild is required to have players of different skill levels to
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`collect all of the pieces to obtain the reward.
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`30. According to the specification, the game control unit 54 gives game
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`pieces to users by causing a game piece to appear on the display of a user’s
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`communication terminal and generating obtained game piece information including
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`a user ID and a piece ID that associate the user with the obtained game piece.
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`Ex. 1001, 21:32-34, 21:39-42. During the guild event, a plurality of game pieces
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`may be obtained by the guild members in this manner. Ex. 1001, 21:52-60.
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`31. To determine whether to give rewards in the guild event to the guild
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`members, the game control unit 54 acquires the obtained game piece information
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`from the storage unit 42 and determines whether the game pieces constituting the
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`item have been provided to the guild members. Ex. 1001, 22:30-43. For example,
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`if six game pieces are required to obtain a game item, the game control unit 54
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`determines whether all six pieces are included in the obtained game piece
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`information. If the game control unit 54 determines that the game pieces have been
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`provided to the guild members, “the game control unit 54 gives a reward in
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`accordance with all of the given game pieces” to the guild members. Ex. 1001,
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`22:44-23:3. Hence, all that is described is a multi-player game in which players of
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`Exhibit 1003
`Page 13
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`different skill levels are grouped together to collect different game pieces that are
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`required to obtain a reward, a concept that was well-known in the art.
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`32.
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`I refer now to the claims. Independent claim 1 recites a “game control
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`method carried out by a game control device for providing a game to a plurality of
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`communication terminals respectively used by a plurality of users.” Independent
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`claim 9 recites a device claim. Independent claim 10 recites a non-transitory
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`computer readable recording medium. Ex. 1001, 25:1-26:50.
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`33. All three independent claims essentially recite variations of the same
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`six basic elements I will note below.
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`34. The first element is storing skill level information in a storage unit of
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`the game control device. The skill information is “indicative of skill levels of each
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`of the plurality of users of the game.” Ex. 1001, 25:4-6, 26:4-5, 26:30-32.
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`35. The second element is “grouping the plurality of users into one or more
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`groups.” Ex. 1001, 25:7, 26:10-11, 26:33.
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`36. The third element is “providing one or more of a plurality of game
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`pieces to a first plurality of users in a first group of said one or more groups.” The
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`one or more game pieces are provided “based on the skill level information” and
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`“while the first plurality of users are at certain events in the game.” Ex. 1001, 25:8-
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`11, 26:11-15, 26:34-37.
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`Supercell
`Exhibit 1003
`Page 14
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`37. The fourth element is storing, in the storage unit, “allocation
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`information indicating which game piece has been provided to which user with a
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`respective skill level” and “a number and type of game pieces required to obtain a
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`game item as a reward.” Ex. 1001, 25:12-16, 26:6-9, 26:38-42.
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`38. The fifth element is “determining whether all of the game pieces
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`required to obtain said game item have been provided to the first group, based on the
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`allocation information stored in the storage unit.” Ex. 1001, 25:17-20, 26:17-20,
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`26:43-46.
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`39. The sixth element is allocating the game item “when it is determined
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`that all the required game pieces have been provided.” The game item is allocated
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`in a memory “to the first group or at least one of the first plurality of users.”
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`Ex. 1001, 25:21-24, 26:20-23, 26:47-50.
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`40.
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`In addition, the ‘107 patent includes claims 2-8 and 11, which depend
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`from claim 1. Claims 9 and 10 do not have any dependent claims. Ex. 1001, 25:24-
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`55, 26:51-54.
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`41. Claim 2 recites that the method further comprises “creating…a new
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`group to which one of the plurality of users belongs.” The group is created “in
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`response to a request from a communication terminal of one of the plurality of
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`users.” Ex. 1001, 25:25-29.
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`12
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`Supercell
`Exhibit 1003
`Page 15
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`42. Claim 3 recites that the method further comprises “allowing a user who
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`plays the game to join a group only if the game control device has received approval
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`from a communication terminal of at least one of the users in the group.” Ex. 1001,
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`25:30-35.
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`43. Claims 4-7 recite additional conditions for providing one or more game
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`pieces to a first plurality of users in the third element (“providing”) noted above.
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`44. Claim 4 recites that “the plurality of game pieces are respectively
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`provided to users with skill levels in different ranges with different probabilities,
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`based on the skill level information.” Ex. 1001, 25:36-39.
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`45. Claim 5 has a condition similar to claim 4 except that claim 5 removes
`
`the probability language. In other words, claim 5 recites that “the plurality of game
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`pieces are respectively provided to users with skill levels in different ranges, based
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`on the skill level information.” Ex. 1001, 25:40-43.
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`46. Claim 6 recites that “each, of the plurality of game pieces is only
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`provided to users with skill levels in a predetermined range, based on the skill-level
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`information.” Ex. 1001, 25:44-47.
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`47. Claim 7 recites that “only one of the plurality of game pieces is
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`provided to each of the first plurality of users.” Ex. 1001, 25:48-50.
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`48. Claim 8 recites that the method further comprises “controlling a battle
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`between two users in the game” and “transferring a game piece provided to one of
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`Supercell
`Exhibit 1003
`Page 16
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`the users…to the other user, depending on the outcome of the battle.” The
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`transferred game piece is a piece that was provided to one of the users in the third
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`element above. Ex. 1001, 25:51-56.
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`49. Claim 11 recites an additional condition for grouping the plurality of
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`users in the second element (“grouping”) noted above. Specifically, claim 11 recites
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`that “the one or more groups are formed based on receiving a user preference input
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`from at least one of the plurality of users.” Ex. 1001, 26:52-55.
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`Prosecution History
`B.
`50. The ‘107 patent was filed on March 5, 2014 as U.S. Application No.
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`14/198,411 (“the ‘411 application”). The ‘411 application claims priority to
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`Japanese Patent Application Nos. 2013-049388 filed March 12, 2013, 2013-202682
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`filed September 27, 2013, and 2013-262855 filed December 19, 2013. I understand
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`for the purposes of this Inter Partes Review proceeding that the challenged patent
`
`has an effective filing date no earlier than March 12, 2013.
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`51.
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`I have reviewed the prosecution history of the ‘107 patent. I understand
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`that statements made during prosecution of a patent may influence the meaning of
`
`terms in the claims of that patent, as well as terms in other claims in the same patent
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`family.
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`14
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`Supercell
`Exhibit 1003
`Page 17
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`VII. LEGAL STANDARD FOR CLAIM CONSTRUCTION
`It is my understanding that “[i]n an inter partes review proceeding, a
`52.
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`claim of a patent…shall be construed using the same claim construction standard
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`that would be used to construe the claim in a civil action under 35 U.S.C. §282(b),
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`including construing the claim in accordance with the ordinary and customary
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`meaning of such claim as understood by one of ordinary skill in the art and the
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`prosecution history pertaining to the patent.” 37 C.F.R. §42.100(b).
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`53.
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`I am not a patent attorney and my opinions are limited to what I believe
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`a POSITA would have understood the meaning of certain claim terms to be, based
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`on the patent specifications and prosecution histories.
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`54.
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`In my opinion, a POSITA would have no difficulty applying the plain
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`and ordinary meanings of the terms used in the claims.
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`VIII. OBVIOUSNESS STANDARD
`It is my understanding that obviousness is a question of law based on
`55.
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`underlying factual issues including (1) the scope and content of the prior art, (2) the
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`differences between the prior art and the asserted claims, (3) the level of ordinary
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`skill in the pertinent art, and (4) the existence of secondary considerations such as
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`commercial success, long-felt but unresolved needs, failure of others, etc.
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`15
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`Supercell
`Exhibit 1003
`Page 18
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`56.
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`I understand that for a single reference or a combination of references
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`to render obvious the claimed invention, a POSITA must have been able to arrive at
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`the claims by altering or combining the applied references.
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`57.
`
`I understand that an obviousness evaluation can be based on a
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`combination of multiple prior art references. I understand that the prior art
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`references themselves may provide a suggestion, motivation, or reason to combine,
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`but other times the nexus linking two or more prior art references is simple common
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`sense. I further understand that obviousness analysis recognizes that market
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`demand, rather than scientific literature, often drives innovation, and that a
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`motivation to combine references may be supplied by the direction of the
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`marketplace.
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`58.
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`I understand that if a technique has been used to improve one device or
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`product, and a POSITA would recognize that it would improve similar devices or
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`products in the same way, using the technique is obvious unless its actual application
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`is beyond his or her skill.
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`59.
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`I also understand that practical and common sense considerations
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`should guide a proper obviousness analysis, because familiar items may have
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`obvious uses beyond their primary purposes. I further understand that a POSITA
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`looking to overcome a problem will often be able to fit together the teaching of
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`multiple publications. I understand that obviousness analysis therefore takes into
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`Exhibit 1003
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`account the inferences and creative steps that a POSITA would employ under the
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`circumstances.
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`60.
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`I understand that a particular combination may be proven obvious
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`merely by showing that it was obvious to try the combination. For example, when
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`there is a design need or market pressure to solve a problem and there are a finite
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`number of identified, predictable solutions, a POSITA has good reason to pursue the
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`known options within his or her technical grasp because the result is likely the
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`product not of innovation but of ordinary skill and common sense.
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`61.
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`I also understand that the combination of familiar elements according
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`to known methods is likely to be obvious when it does no more than yield predictable
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`results. When a work is available in one field of endeavor, design incentives and
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`other market forces can prompt variation of it, either in the same field or a different
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`one. If a POSITA can implement a predictable variation, the patent claims are likely
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`obvious.
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`62.
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`It is further my understanding that a proper obviousness analysis
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`focuses on what was known or obvious to a POSITA, not just the patentee.
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`Accordingly, I understand that any need or problem known in the field of endeavor
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`at the time of invention and addressed by the patent can provide a reason for
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`combining the elements in the manner claimed.
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`63.
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`I understand that a claim can be obvious in light of a single reference,
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`without the need to combine references, if the elements of the claim that are not
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`found explicitly or inherently in the reference can be supplied by the common sense
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`of one of skill in the art. In addition, a reference may be relied upon for all that it
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`would have reasonably suggested to one having ordinary skill in the art, including
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`nonpreferred embodiments. Disclosed examples and preferred embodiments do not
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`teach away from a broader disclosure or nonpreferred embodiments.
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`64.
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`It is further my understanding that a statement by an applicant in the
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`specification or made during prosecution identifying the work of another as “prior
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`art” is an admission which can be relied upon as evidence for both anticipation and
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`obvious determinations involving one or more prior art patents or printed
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`publications, regardless of whether the applicant admitted prior art (“AAPA”) would
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`otherwise qualify as prior art.
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`65.
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`I understand that secondary indicia of non-obviousness may include
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`(1) a long felt but unmet need in the prior art that was satisfied by the invention of
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`the patent; (2) commercial success of processes covered by the patent;
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`(3) unexpected results achieved by the invention; (4) praise of the invention by
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`others skilled in the art; (5) taking of licenses under the patent by others;
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`(6) deliberate copying of the invention; (7) failure of others to find a solution to the
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`long felt need; and (8) skepticism by experts.
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`66.
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`I also understand that there must be a relationship between any such
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`secondary considerations and
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`the
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`invention.
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` I further understand
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`that
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`contemporaneous and independent invention by others is a secondary consideration
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`supporting an obviousness determination.
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`67.
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`In sum, my understanding is that prior art teachings are properly
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`combined where a POSITA having the understanding and knowledge reflected in
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`the prior art and motivated by the general problem facing the inventor, would have
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`been led to make the combination of elements recited in the claims. Under this
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`analysis, the prior art references themselves, or any need or problem known in the
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`field of endeavor at the time of the invention, can provide a reason for combining
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`the elements of multiple prior art references in the claimed manner.
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`IX. ANALYSIS OF THE TECHNICAL BASIS UNDERLYING THE
`GROUNDS OF REJECTION SET FORTH IN THE PETITION FOR
`INTER PARTES REVIEW
`State of the Art
`A.
`68. Multi-player, networked gaming with users cooperatively participating
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`to achieve a common goal has been widely available since at least the 1990’s, long
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`before the effective filing date of the ‘107 patent. Early online multi-player
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`networked games include “Multi-User Dungeons,” or “MUDs” available since at
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`least the 1980’s. These MUDS were text-based games, many of which included
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`features of traditional role-playing games, such as Dungeons and Dragons. Online
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`games with a wide variety of gameplay types and mechanics features have been
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`widely available since then on a variety of platforms, including traditional desktop
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`computers, laptops, game consoles, handheld gaming devices, and wirelessly
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`connected mobile devices.
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`69. Before the effective filing date of the ‘107 patent, it was well-known to
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`enable players to work together in a team-based collaborative task in a networked
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`game and to reward team members for completion of the task. For example,
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`Englman teaches a group scavenger hunt game in which members of a team
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`collaborate to collect game pieces en route to an overall prize, like a trophy.
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`Ex. 1004, Abstract, ¶[0045]. Similarly, Ronen teaches a multiplayer gaming
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`platform in which users cooperatively “complete team tasks, exercise joint
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`ownership over virtual goods in a shared inventory, and jointly earn team accolades.”
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`Ex. 1005, ¶[0010]. Additionally, Schulhof teaches a wagering game system that
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`presents a secondary cooperative game in which group members achieve objectives
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`and receive monetary or non-monetary awards. Ex. 1006, 12:52-56, 13:26-29,
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`13:39-40, 15:48-50. Still further, Thompson hosts a virtual competition between
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`avatars in which team members collaborate to battle other teams or users and to
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`obtain a prize that can be allocated to the entire team. Ex. 1007, 2:11-13, 5:35-41.
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`70. Moreover, the concepts in the claims of the ‘107 patent are not new.
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`For example, Qiang et al. describes creating a team to perform a collaborative game
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`20
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`task that is composed of a plurality of individual game tasks. Each member of a
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`virtual cooking team in Qiang is assigned a dish (i.e., an individual game task) to
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`complete as part of a virtual meal (i.e., a collaborative game task). Ex. 1011,
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`¶[0032]. Members of the team are rewarded if the team has com