`
`IN THE UNITED STATES DISTRICT COURT
`FOR THE DISTRICT OF DELAWARE
`
`)
`)
`)
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`))))))
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`
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`C.A. No. _____________
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`JURY TRIAL DEMANDED
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`
`
`PALTALK HOLDINGS, INC.,
`
`Plaintiff,
`
`v.
`
`RIOT GAMES, INC.,,
`
`Defendant.
`
`PLAINTIFF’S COMPLAINT FOR PATENT INFRINGEMENT
`
`Plaintiff PalTalk Holdings, Inc. (“PalTalk”) brings this action against Riot Games, Inc.
`
`(“Riot Games”), and for its causes of action alleges as follows:
`
`THE PARTIES
`
`1.
`
`PalTalk is a Delaware corporation with its principal place of business at 500 North
`
`Broadway, Suite 259 Jericho, NY 11753. PalTalk was incorporated in 2001 and is the owner of
`
`various patents relating to methods and systems for communicating over networks.
`
`2.
`
`Upon information and belief, Riot Games, Inc. is a Delaware corporation having a principal
`
`place of business in Los Angeles, California and offering its products and services, including those
`
`accused herein of infringement, to customers and/or potential customers located in the District of
`
`Delaware. Riot Games may be served with process through its registered agent: The Corporation
`
`Trust Company (registered agent) Corporation Trust Center, 1209 Orange Street, Wilmington, DE
`
`19801.
`
`Petitioner Riot Games, Inc. - Ex. 1016, p. 1
`
`
`
`Case 1:16-cv-01240-SLR Document 1 Filed 12/16/16 Page 2 of 10 PageID #: 2
`
`JURISDICTION AND VENUE
`
`3.
`
`This is an action for patent infringement under the Patent Act, 35 U.S.C. § 271. Riot Games
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`provides infringing services in the District of Delaware. This Court has personal jurisdiction over
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`Riot Games, in part, because Riot Games provides infringing online services to subscribers who
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`reside in this district. This Court has subject matter jurisdiction by virtue of Sections 1331 and
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`1338(a) of Title 28, United States Code.
`
`4.
`
`Venue in this Court is proper by virtue of Sections 1391(b) and (c) and 1400(b) of Title 28,
`
`United States Code as the Court has personal jurisdiction over Riot Games.
`
`BACKGROUND OF THE PATENTS
`
`5.
`
`PalTalk’s predecessor-in-interest, HearMe (formerly known as MPath Interactive Inc.), is
`
`one of the early pioneers of technology that allows users to participate in multiplayer games over
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`the Internet. Multiplayer games conducted over wide area networks generally involve difficult
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`technical issues because of the requirement that all players have the same view of the game
`
`environment in real-time. PalTalk’s technology provides for efficient handling of communications
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`between players necessary to maintain a consistent game environment for all players. PalTalk’s
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`technology covers a number of aspects of online gaming, including communications through a
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`group messaging server as well as establishing groups for online game play.
`
`6.
`
`PalTalk’s predecessor-in-interest filed numerous patent applications that cover online
`
`gaming technology. On October 13, 1998, the United States Patent and Trademark Office issued
`
`the first of these utility patent applications. Specifically, United States Patent No. 5,822,523 (the
`
`“’523 Patent”) was duly and legally issued to MPath Interactive Inc. as the legal assignee of the
`
`inventors, Jeffrey Rothschild, Marc Kwiatkowski, and Daniel Samuel. The title of the ’523 Patent
`
`is “Server-Group Messaging System for Interactive Applications.” A true and correct copy of the
`
`
`
`2
`
`Petitioner Riot Games, Inc. - Ex. 1016, p. 2
`
`
`
`Case 1:16-cv-01240-SLR Document 1 Filed 12/16/16 Page 3 of 10 PageID #: 3
`
`’523 Patent is attached as Exhibit “A.”
`
`7.
`
`Thereafter, the United States Patent Office issued other patents on HearMe’s technology,
`
`including U.S. Patent No. 6,226,686 (the “’686 Patent”), which issued on May 1, 2001. A true
`
`and correct copy of the’686 Patent is attached as Exhibit “B.” The ’686 Patent is a continuation
`
`of U.S. Patent No. 6,018,766, which is a continuation of the ’523 Patent. The ’523 Patent and the
`
`’686 Patent collectively constitute the “PalTalk Patents.” In 2002, HearMe sold the PalTalk
`
`Patents to PalTalk Holdings, Inc.
`
`8.
`
`On or around June 14, 2010, an ex-parte reexamination request no. 90/011,033 with respect
`
`to the ‘523 Patent was filed with the United States Patent and Trademark Office (USPTO). All
`
`claims of the ‘523 Patent were confirmed patentable without amendment. An additional 41 claims
`
`(claims 7–47) were added.
`
`9.
`
`On or around June 14, 2010, an ex-parte reexamination request no. 90/011,036 with respect
`
`to the ‘686 Patent was filed with the United States Patent and Trademark Office (USPTO). Claims
`
`1–4 and 7–19 were confirmed patentable without amendment. Claims 5 and 6 were canceled. An
`
`additional 51 claims (claims 20–70) were added.
`
`10.
`
`Presumably, these reexamination requests stemmed from litigation that was ongoing at the
`
`time between PalTalk and various other companies including Sony Computer Entertainment
`
`America Inc., Activision Blizzard, Inc., and NCSOFT Corporation in the Eastern District of Texas.
`
`All of those prior litigations have been resolved, resulting in these former defendants taking
`
`licenses to the patents-in-suit.
`
`TECHNOLOGY BACKGROUND
`
`11.
`
`Before a group of players can form an online game, they must establish channels of
`
`communication between their respective computers. Each computer participating in the online
`
`
`
`3
`
`Petitioner Riot Games, Inc. - Ex. 1016, p. 3
`
`
`
`Case 1:16-cv-01240-SLR Document 1 Filed 12/16/16 Page 4 of 10 PageID #: 4
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`game play must be capable of transmitting its player’s movements to the group such that all players
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`have consistent views of the game environment. The transmissions must occur frequently in order
`
`to maintain consistency between the computers. The frequency requirement is particularly
`
`important in action-oriented video games with high resolution graphics. Such games require very
`
`frequent updates from most or all players in order to maintain a real-time consistent view of the
`
`game environment. The large number of communications necessary from a number of players can
`
`result in bandwidth or computer processing bottlenecks.
`
`12.
`
`To alleviate these problems, the ’523 Patent describes, as a preferred embodiment, using a
`
`group messaging server to receive the individual messages from each computer. The group
`
`messaging server maintains an accurate list of all members of the group, eliminating the need for
`
`each member of the group to maintain its own independent list. The group messaging server of
`
`the ’523 Patent also is capable of aggregating the payload portions of the individual messages into
`
`an aggregated message, which the group messaging server may then send to each group member.
`
`Aggregation through the group messaging server simplifies the communications between
`
`computers by reducing the number of messages that each individual computer must send and
`
`receive.
`
`13.
`
`The ’686 Patent describes and claims forming a message group and maintaining
`
`consistency between the computers within the group. In particular, the ’686 Patent describes
`
`receiving a create message specifying a message group to be created and receiving join messages
`
`from a first subset of host computers specifying the message group. The ’686 Patent also describes
`
`receiving host messages from a second subset of the first subset of host computers within the
`
`message group and aggregating the payload portions of those host messages to form an aggregated
`
`message. The aggregated message is then sent to the first subset of host computers within the
`
`
`
`4
`
`Petitioner Riot Games, Inc. - Ex. 1016, p. 4
`
`
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`Case 1:16-cv-01240-SLR Document 1 Filed 12/16/16 Page 5 of 10 PageID #: 5
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`message group. The method described in the ’686 Patent similarly facilitates efficient
`
`communications between host computers and reduces the burden of maintaining consistency
`
`between the host computers within the message group.
`
`14.
`
`After MPath invented its technology, online game play became one of the most popular
`
`Internet activities.
`
`PREVIOUS LITIGATION
`
`15.
`
`In October of 1999, Hearme, f/k/a Mpath Interactive Inc. brought suit for patent
`
`infringement regarding the ‘523 Patent against Lipstream Networks, Inc. in California. The case
`
`settled around September of 2000.
`
`16.
`
`In September of 2006, PalTalk brought suit against Microsoft Corporation in the Eastern
`
`District of Texas for its infringement of the ‘523 and ‘686 Patents. The case went to trial in March
`
`of 2009. During trial, evidence was discussed concerning how Microsoft wanted Mpath’s
`
`technology for itself and expressed how unique it was and discussed the significant advantages it
`
`offered. Microsoft employees made proposals to Bill Gates that Microsoft acquire Mpath in the
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`mid-1990s. Facing powerful evidence of infringement and validity, Microsoft settled the case
`
`during trial in exchange for a license.
`
`17.
`
`In September of 2009, PalTalk brought suit against Sony Corporation, Activision, Blizzard,
`
`NCSoft, Jagex, Turbine, and other related companies in the Eastern District of Texas. Similar to
`
`Microsoft, many of these entities settled on the brink of trial in September of 2011 in exchange for
`
`a license.
`
`18.
`
`Leaders in the video gaming industry have paid, in total, many tens of millions of dollars
`
`to PalTalk in connection with the ‘523 and ‘686 Patents.
`
`
`
`
`
`5
`
`Petitioner Riot Games, Inc. - Ex. 1016, p. 5
`
`
`
`Case 1:16-cv-01240-SLR Document 1 Filed 12/16/16 Page 6 of 10 PageID #: 6
`
`DIRECT INFRINGEMENT
`
`PalTalk incorporates its previous allegations by the reference.
`
`PalTalk is the assignee of the ‘523 and ‘686 Patents and has all rights, title, and interest in
`
`19.
`
`20.
`
`and to each of the PalTalk Patents, including all substantial rights in and to the PalTalk Patents,
`
`and including the right to sue and collect damages, including damages for past infringement.
`
`21.
`
`Prior to filing this suit, PalTalk complied with the marking requirement pursuant to 35
`
`U.S.C. § 287(a) and is thus entitled to recover past damages for the infringement of the PalTalk
`
`Patents, as more fully described below.
`
`LEAGUE OF LEGENDS
`
`22.
`
`League of Legends (“LoL”) is a multiplayer online battle arena (“MOBA”) video game
`
`developed and published by Riot Games.
`
`23.
`
`Upon information and belief, LoL grossed in excess of $1 billion dollars for Riot Games
`
`in 2015, making it one of the most profitable online games in the world. This revenue comes in
`
`part at least from the sale of virtual goods and other game related benefits connected with LoL.
`
`24.
`
`LoL has become one of the most popular games in the world, with peak simultaneous
`
`players in excess of 7,000,000 in many months.
`
`25.
`
`Riot Games has servers that support LoL in multiple locations in the United States.
`
`‘523 Patent Infringement
`
`26.
`
`Riot Games has directly infringed at least Claim 1 of the ‘523 Patent, either literally or
`
`under the doctrine of equivalents, by and through its use of the methods claimed in the ‘523 Patent
`
`in this country in connection with at least LoL. This conduct constitutes infringement under 35
`
`U.S.C. § 271(a). An exemplary claim chart is provided in Exhibit C.
`
`27.
`
`Every step of the method of at least Claim 1 of the ‘523 Patent is attributable to Riot Games
`
`
`
`6
`
`Petitioner Riot Games, Inc. - Ex. 1016, p. 6
`
`
`
`Case 1:16-cv-01240-SLR Document 1 Filed 12/16/16 Page 7 of 10 PageID #: 7
`
`by virtue of Riot Games’ ownership and control of its own servers which perform various method
`
`steps, and through Riot Games’ licensing and software agreements with its players.
`
`28. With respect to the limitation in Claim 1 of “sending, by a plurality of host computers…,”
`
`Riot Games expressly conditions participation in LoL, as well as receipt of benefits of having
`
`champions, upgrades, game items, influence points, riot points, virtual goods, and other game-
`
`related benefits, upon the performance of this step of the patented method.
`
`29.
`
`By way of a non-limiting example, each player is required to download and install a valid
`
`copy of Riot Games’ software (Exhibit D, Terms of Use Agreement (“TOU”), at Preamble, § 2),
`
`only use Riot Games’ software to play the LoL game (TOU § V.J–K), and must not modify Riot
`
`Games’ software (Exhibit D, End User License Agreement (“EULA”) § III.C).
`
`30.
`
`Riot Games can change and automatically update the software at any time for any reason
`
`at Riot Games’ sole and absolute discretion. TOU § VII.B; EULA § VII.A, IX. The player does
`
`not own the software, has no rights to the software, and merely has a “limited, non-exclusive, non-
`
`transferable license” (revocable at anytime at Riot's sole discretion) to use the software for non-
`
`commercial, entertainment purposes, that is expressly conditioned on the player’s compliance with
`
`the TOU, EULA, and other conditions. EULA § I, III; TOU § I, XVI.
`
`31.
`
`Riot Games establishes the manner of the performance of this step through Riot Games’
`
`software which the player must download and install to play the game, must use to play the game,
`
`cannot modify, and must accept all changes imposed by Riot Games. E.g., TOU § V.J–K, VII.B;
`
`EULA § III.C, VII.A, IX. The software must be used to perform this step, and the player has no
`
`choice as to the manner in which this step is performed. The entire organization of the claimed
`
`message(s) and their sending to Riot Games’ servers is accomplished by Riot Games’ software
`
`(that Riot Games owns, controls, and exercises dominion over) in the way that Riot Games
`
`
`
`7
`
`Petitioner Riot Games, Inc. - Ex. 1016, p. 7
`
`
`
`Case 1:16-cv-01240-SLR Document 1 Filed 12/16/16 Page 8 of 10 PageID #: 8
`
`programmed the software to perform.
`
`32.
`
`Riot Games establishes the timing of the performance of this step through its software that
`
`is programmed to immediately send the claimed message(s) directly or indirectly in response to
`
`player input and/or server information, commands, or authorization.
`
`33.
`
`By virtue of Riot Games’ agreement with each player, Riot Games has the complete right
`
`at any time and at Riot Games’ sole discretion to stop and/or limit the performance of this
`
`infringing step by modifying the player's software. E.g., TOU § III.E, V.J–K, VII.B; EULA § III.C,
`
`VII.A, IX.
`
`34.
`
`Riot Games also establishes the manner and timing of the players' performance so that a
`
`player can only avail themselves of the game upon the performance of this claimed step. Id.
`
`35.
`
`It is impossible to play the LoL game without the Riot Games software performing this
`
`step, the player cannot modify the software, and the player has no other ability to interact with the
`
`game except through the software.
`
`36.
`
`Riot Games’ employees also play the LoL game on behalf of Riot Games during
`
`development, beta testing, live testing, playtesting, demonstrations, and to advance their
`
`understanding of Riot Games’ product offerings.
`
`37.
`
`Accordingly, Riot Games is a direct infringer of at least Claims 1 of the ‘523 Patent.
`
`‘686 Patent Infringement
`
`38.
`
`Riot Games has directly infringed at least Claim 7 of the ‘686 Patent, either literally or
`
`under the doctrine of equivalents, by and through its use of the methods claimed in the ‘686 Patent
`
`in this country in connection with at least LoL. This conduct constitutes infringement under 35
`
`U.S.C. § 271(a). An exemplary claim chart is provided in Exhibit E.
`
`39.
`
`Every step of the method of at least Claim 7 of the ‘686 Patent is attributable to Riot Games
`
`
`
`8
`
`Petitioner Riot Games, Inc. - Ex. 1016, p. 8
`
`
`
`Case 1:16-cv-01240-SLR Document 1 Filed 12/16/16 Page 9 of 10 PageID #: 9
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`by virtue of Riot Games’ ownership and control of its own servers which perform the claimed
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`method steps.
`
`40.
`
`As a result of Riot Games’ infringement of the PalTalk Patents, PalTalk has been damaged
`
`and as a result is entitled to recover damages which in no event can be less than a reasonable
`
`royalty, including its costs, and pre-judgment and post-judgment interest pursuant to 35 U.S.C. §
`
`284.
`
`DAMAGES
`
`41.
`
`Riot Games’ acts of infringement of PalTalk’s Patents as alleged above has injured PalTalk
`
`and thus PalTalk is entitled to recover damages adequate to compensate it for that infringement,
`
`which in no event can be less than a reasonable royalty.
`
`JURY DEMAND
`
`42.
`
`PalTalk demands a trial by jury on all issues so triable, including the Defendant’s
`
`counterclaims and affirmative defenses, if any.
`
`PRAYER FOR RELIEF
`
`WHEREFORE, PalTalk prays for entry of judgment:
`
`A.
`
`B.
`
`C.
`
`That Defendant, Riot Games, has infringed one or more claims of the ‘523 Patent;
`
`That Defendant, Riot Games, has infringed one or more claims of the ‘686 Patent;
`
`That Defendant, Riot Games, account for and pay to ‘523 Patent all damages caused
`
`by the infringement of the ‘523 Patent, which by statute can be no less than a reasonable royalty;
`
`D.
`
`That Defendant, Riot Games, account for and pay to ‘686 Patent all damages caused
`
`by the infringement of the ‘686 Patent, which by statute can be no less than a reasonable royalty;
`
`E.
`
`That PalTalk be granted pre-judgment and post-judgment interest on the damages
`
`caused to it by reason of the Defendant Riot Games’ infringement of the ‘523 Patent and the ‘686
`
`
`
`9
`
`Petitioner Riot Games, Inc. - Ex. 1016, p. 9
`
`
`
`Case 1:16-cv-01240-SLR Document 1 Filed 12/16/16 Page 10 of 10 PageID #: 10
`
`Patent; and
`
`F.
`
`That PalTalk be granted such other and further relief that is just and proper under
`
`the circumstances.
`
`
`
`
`
`
`Of Counsel:
`
`Matthew J.M. Prebeg
`Matthew S. Compton, Jr
`PREBEG, FAUCETT & ABBOTT PLLC
`8441 Gulf Freeway, Suite 307
`Houston, Texas 77017
`(832) 742-9260
`
`
`Dated: December 16, 2016
`
`
`
`
`
`
`
`
`ASHBY & GEDDES
`
`/s/ Andrew C. Mayo
`
`
`
`John G. Day (#2403)
`Andrew C. Mayo (#5207)
`500 Delaware Avenue, 8th Floor
`P.O. Box 1050
`Wilmington, DE 19801
`(302) 654-1888
`jday@ashby-geddes.com
`amayo@ashby-geddes.com
`
`Attorneys for Plaintiff
`
`
`
`10
`
`Petitioner Riot Games, Inc. - Ex. 1016, p. 10
`
`
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`Case 1:16-cv-01240-SLR Document 1-1 Filed 12/16/16 Page 1 of 38 PageID #: 11
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`EXHIBIT A
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`Petitioner Riot Games, Inc. - Ex. 1016, p. 11
`
`
`
`Case 1:16-cv-01240-SLR Document 1-1 F ed 12/16/16 Page 2 of 38 Page D
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`Petitioner Riot Games, Inc. - Ex. 1016, p. 12
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`Case 1:16-cv-01240-SLR Document 1-1 Filed 12/16/16 Page 3 of 38 PageID #: 13
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`Petitioner Riot Games, Inc. - Ex. 1016, p. 13
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`Case 1:16-cv-01240-SLR Document 1-1 Filed 12/16/16 Page 4 of 38 PageID #: 14
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`Petitioner Riot Games, Inc. - Ex. 1016, p. 14
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`Case 1:16-cv-01240-SLR Document 1-1 Filed 12/16/16 Page 5 of 38 PageID #: 15
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`Petitioner Riot Games, Inc. - Ex. 1016, p. 15
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`Case 1:16-cv-01240-SLR Document 1-1 Filed 12/16/16 Page 6 of 38 PageID #: 16
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`Petitioner Riot Games, Inc. - Ex. 1016, p. 16
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`Case 1:16-cv-01240-SLR Document 1-1 Filed 12/16/16 Page 7 of 38 PageID #: 17
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`Petitioner Riot Games, Inc. - Ex. 1016, p. 17
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`Case 1:16-cv-01240-SLR Document 1-1 Filed 12/16/16 Page 8 of 38 PageID #: 18
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`Petitioner Riot Games, Inc. - Ex. 1016, p. 18
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`Case 1:16-cv-01240-SLR Document 1-1 Filed 12/16/16 Page 9 of 38 PageID #: 19
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`Petitioner Riot Games, Inc. - Ex. 1016, p. 19
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`Case 1:16-cv-01240-SLR Document 1-1 Filed 12/16/16 Page 10 of 38 PageID #: 20
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`Petitioner Riot Games, Inc. - Ex. 1016, p. 20
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`Case 1:16-cv-01240-SLR Document 1-1 Filed 12/16/16 Page 11 of 38 PageID #: 21
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`Petitioner Riot Games, Inc. - Ex. 1016, p. 21
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`Case 1:16-cv-01240-SLR Document 1-1 Filed 12/16/16 Page 12 of 38 PageID #: 22
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`Petitioner Riot Games, Inc. - Ex. 1016, p. 22
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`Case 1:16-cv-01240-SLR Document 1-1 Filed 12/16/16 Page 13 of 38 PageID #: 23
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`Petitioner Riot Games, Inc. - Ex. 1016, p. 23
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`Case 1:16-cv-01240-SLR Document 1-1 Filed 12/16/16 Page 14 of 38 PageID #: 24
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`Petitioner Riot Games, Inc. - Ex. 1016, p. 24
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`Case 1:16-cv-01240-SLR Document 1-1 Filed 12/16/16 Page 15 of 38 PageID #: 25
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`Petitioner Riot Games, Inc. - Ex. 1016, p. 25
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`Case 1:16-cv-01240-SLR Document 1-1 Filed 12/16/16 Page 16 of 38 PageID #: 26
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