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UNITED STATES DISTRICT COURT
`FOR THE EASTERN DISTRICT OF TEXAS
`MARSHALL DIVISION
`
`
`
`The Honorable Rodney Gilstrap
`
`
`Civil Action No. 2:19-cv-00310-JRG-RSP
`
`
`
`
`
`JURY TRIAL DEMANDED
`
`
`§ § § § § § § § § §
`
`
`
`GREE, INC.,
`
`
`
`
`v.
`
`
`SUPERCELL OY,
`
`
`Plaintiff,
`
`Defendant.
`
`
`
`
`
`
`EXPERT REPORT OF STACY FRIEDMAN
`
`
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 1 of 6
`
`

`

`
`
`game with features relevant” to the ’708 patent and ’832 patent.5 It is my understanding that
`
`Supercell is currently seeking the depositions of several of GREE employees, including one
`
`inventor of the patents-in-suit, and Andrew Sheppard, the former COO and CEO of GREE’s
`
`United States subsidiary. I reserve the right to supplement my report, including as to GREE’s
`
`contentions that none of its games have features relevant to the patents-in-suit, based on
`
`information learned in those depositions.
`
`D.
`
`GENERAL STATE OF THE PRIOR ART RELATING TO THE ’708 AND
`’832 PATENTS
`
`1.
`
`Management and Acquisition of In-Game Items in Video Games has
`Existed Long Before the ’708 and ’832 Patents
`
`111. The use of virtual items in video games has been common since the early 1990s,
`
`and such games included interfaces for viewing, organizing, and acquiring items within the
`
`game. For example, in a March 11, 2009 blog post “What is a Role Playing Game?” on the
`
`website Gamasutra,6 Robert Corrina noted that “Inventory Management” as part of role playing
`
`games (RPGs), “is quite old, dating back to pen and paper character sheets.” Many early RPGs
`
`involved a medieval fantasy setting where the character took on the role of an adventurer with
`
`combat and sometimes magical skills, and where a common gameplay loop involved exploring
`
`an underground dungeon, killing monsters and finding loot, and then returning to a nearby
`
`village to sell the loot to an in-game shopowner for gold, and finally upgrading the adventurer’s
`
`weaponry or armor so they could tackle dungeons with more dangerous monsters. There were
`
`5 Id.
`
`
`
`6 Available at
`https://web.archive.org/web/20120511225246/https://www.gamasutra.com/blogs/RobertCorrina/
`20090311/83491/What_is_a_Role_Playing_Game.php
`
`35
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 2 of 6
`
`

`

`
`
`4.
`
`Provision of Random Items Has Been Used to Increase Player
`Engagement and Gameplay Variety
`
`132.
`
`In line with the concept of providing items of different rarity values, discussed
`
`above, many games implement ways from players to acquire items in a random or chance-based
`
`way, in order to increase player engagement and gameplay variety. Many games contained
`
`mechanisms in which a player is presented a random assortment of items (which may be based
`
`upon some player attribute) from which they could select one or more items. For example, in
`
`Borderlands, when a player accesses a vending machine, the game’s equivalent of a shop, they
`
`are presented with a “random, level-based stock of munitions” from which they could purchase
`
`for use within the game. See “Vending Machine”, Borderlands Wiki, 13:39, February 25, 2012
`
`Revision.17
`
`133.
`
`In fact, the concept of providing the player of a game a random set of items from
`
`a known pool from which they could select far predates video games themselves. For example,
`
`in the board game Scrabble, first published in the 1940s, players would begin the game by
`
`drawing seven random letter tiles from a bag of letter tiles. See, e.g., M.J. Stephey, “A Brief
`
`History of Scrabble,” TIME, Dec. 7, 2008.18 In a standard Scrabble game, there would be one
`
`hundred available letter tiles at the start of each game, each having a number indicating a point
`
`value of the letter, where more common letters were worth less points, and rarer letters worth
`
`more points. See, e.g., “Game Rules”, World English-Language Scrabble Players’ Association
`
`(WESPA), Version 2.0, 17 November 201019; “Scrabble/Rules,” Wikibooks.20 The board itself
`
`
`
`17 Available at https://borderlands.fandom.com/wiki/Vending_machine?oldid=222424
`
`18 Available at http://content.time.com/time/arts/article/0,8599,1867007,00.html
`
`19 Available at https://www.wespa.org/rules/RulesV2.pdf
`20 Available at
`https://web.archive.org/web/20111228192222/https://en.wikibooks.org/wiki/Scrabble/Rules
`
`51
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 3 of 6
`
`

`

`
`
`also indicated how many of each letter were present in the total bag of tiles. See Scrabble
`
`Dating, Donald Sauter21 (showing an image from a 1948 edition of Scrabble, reproduced below,
`
`in which letter distribution is shown on the game board). The player would select one or more of
`
`their tiles to be played onto the gameboard.
`
`
`
`134. While initially a physical board game, Scrabble has been adapted into an
`
`electronic video game, allowing for the game to be played on a computer and for players from
`
`around the world to play together through the Internet. For example, in 2002, the developer
`
`Infogrames Interactive, Inc. published an electronic version of Scrabble called “Scrabble
`
`21 Available at http://www.donaldsauter.com/scrabble-dating.htm.
`
`
`
`52
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 4 of 6
`
`

`

`
`
`Complete” playable on Windows computers.22 The rules of the game were consistent with those
`
`of the traditional physical board game. Other electronic versions of the Scrabble board game
`
`were also made by other developers. See, e.g., “Hasbro Family Game Night: Scrabble Xbox
`
`Live Gameplay”, IGN, YouTube, available at
`
`https://www.youtube.com/watch?v=yE_9UnATots, published June 23, 2011.
`
`135. Even earlier, the concept of randomly shuffling a deck of cards and dealing one or
`
`more cards from that randomized deck is an archetypical example of random selection of items
`
`from a set of items. Card games date back centuries, and the vast majority of card games begin
`
`with a shuffling step intended to randomize the cards distributed to each player. In fact, card
`
`shuffling is often taught in computer science courses as an introduction to the basic concepts of
`
`shuffling algorithms and the use of random number generators (RNGs). The Fisher-Yates
`
`shuffle, a well-known algorithm for shuffling a list of items using an RNG, was first described in
`
`1938 and was published in D.E. Knuth’s seminal computer science text “The Art of Computer
`
`Programming (3rd ed.)” no later than 1997. A POSITA would have learned these concepts
`
`during college. Further, when a standard deck of cards is shuffled without first excluding the
`
`jokers – a setup used in many different games, including poker games – a POSITA would
`
`understand that some of the cards (jokers, with two per deck) have a different frequency (i.e., are
`
`rarer) than the other cards (aces through kings, with four each per deck). Further, the 78-card
`
`deck used in the French game “Tarot” dates back before the 19th century and has an unequal
`
`
`
`22 See “Scrabble Complete PC Manual”, available at
`ftp://ftp.atari.com/manuals/pc/scrabble_complete/manual.pdf; see also Scrabble Complete (PC
`CD-ROM), Infogrames,
`https://web.archive.org/web/20021207111133/http://www.us.infogrames.com/games/scrabble_c
`omplete_pc_family/; “Amazon.com: Scrabble Complete: Video Games”, Amazon.com,
`https://web.archive.org/web/20111207001520/https://www.amazon.com/Scrabble-Complete-
`PC/dp/B00006910J (showing the Scrabble Complete game on sale prior to 2012).
`
`53
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 5 of 6
`
`

`

`
`
`Executed in Lake Oswego, OR on this 2nd day of November, 2020.
`
`
`______________________________
`Stacy Friedman
`
`
`
`
`
`
`
`
`
`213
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 6 of 6
`
`

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