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`UNITED STATES PATENT AND TRADEMARK OFFICE
`_______________________________________________
`BEFORE THE PATENT TRIAL AND APPEAL BOARD
`__________________________________
`
`Playtika Ltd. and Playtika Holding Corp.,
`Petitioners
`v.
`
`NexRF Corp.,
`
`Patent Owner.
`
`__________________________________
`
`Case IPR2021-00951
`Patent 8,747,229
`__________________________________
`
`
`EXPERT DECLARATION OF NEIL SPENCER
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`Patent Owner NexRF Exhibit 2008, Page 1 of 88
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`TABLE OF CONTENTS
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`INTRODUCTION ...........................................................................................................................4
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`I.
`
`II.
`
`Background and Qualifications............................................................................................4
`
`Information Considered .....................................................................................................13
`
`III.
`
`Legal Standard ...................................................................................................................14
`
`A.
`
`B.
`
`Person of Ordinary Skill in the Art ........................................................................14
`
`Obviousness ...........................................................................................................16
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`IV.
`
`State of the Art ...................................................................................................................19
`
`A.
`
`B.
`
`C.
`
`Gaming Systems in 2001 .......................................................................................19
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`Overview of the Technology of the ’229 Patent ....................................................26
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`Overview of the Prior Art ......................................................................................31
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`1.
`
`Joshi ...........................................................................................................31
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`a.
`
`b.
`
`Mr. Friedman’s Figure 1 ................................................................40
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`The technical difficulties associated with modifying
`Joshi ...............................................................................................43
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`2.
`
`Finlayson ....................................................................................................68
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`V.
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`Non-Obviousness of the Challenged Claims .....................................................................69
`
`A.
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`B.
`
`C.
`
`D.
`
`Joshi does not disclose, teach, or suggest the claimed centralized
`gaming server configured to access the memory module and
`communicate the plurality of images associated with at least one
`random game outcome in claims 1, 9 and 17 .........................................................69
`
`A Note on Nielson and Wiltshire ...........................................................................74
`
`Joshi does not enable the claimed “centralized gaming server” in
`claims 1, 9, and 17 .................................................................................................75
`
`Joshi fails to disclose, teach, or suggest “a paytable module
`associated with the centralized gaming server” in claims 1, 9, and
`17
`79
`
`1.
`
`Joshi Does Not Disclose the Paytable Module as Applied to
`Claims 9 and 17 .........................................................................................83
`2
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`
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`Patent Owner NexRF Exhibit 2008, Page 2 of 88
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`E.
`
`Ground 2 – Joshi Combined With Finlayson .........................................................85
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`1.
`
`A POSA Would Not Have Been Motivated to Combine
`Joshi and Finlayson ....................................................................................85
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`F.
`
`Grounds 3-8 Rely on Grounds 1-2, and Are Inadequate for the
`Same Reasons ........................................................................................................87
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`Conclusion .........................................................................................................................88
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`
`
`VI.
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`
`
`
`
`3
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`Patent Owner NexRF Exhibit 2008, Page 3 of 88
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`
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`INTRODUCTION
`I have been retained by Haug Partners LLP on behalf of Patent Owner
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`1.
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`NexRF as an independent expert in connection with the above-captioned matter. I
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`have been asked to analyze and opine on technical topics concerning U.S. Patent
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`No. 8,747,229. My opinions, expressed in this declaration, concern issues related
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`to patentability, such as the state of the art, the scope and content of the prior art,
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`similarities and differences between the ’229 patent and the prior art, and the
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`knowledge of a hypothetical person of skill in the art. My opinions are based on
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`my personal and professional experience, and my understanding as an expert in the
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`field. My qualifications and credentials are presented in Section I, below.
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`2.
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`I am being compensated for the services I provide at an hourly rate of
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`$350 per hour. This compensation is not contingent upon my performance, the
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`outcome of this inter partes review or any other proceeding, or any issues involved
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`in or related to this inter partes review.
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`I.
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`Background and Qualifications
`I am an internationally recognized expert and advisor to gaming
`3.
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`operators and regulators with more than 33 years of experience in gaming
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`machines and systems, gaming technology, technical standards, legislation and
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`regulations, and gaming business operations in jurisdictions including Australia,
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`USA, Canada, New Zealand, Macau, and the United Kingdom.
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`
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`4
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`Patent Owner NexRF Exhibit 2008, Page 4 of 88
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`4.
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`I am the founder and managing director of Gaming Consultants
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`International, a gaming industry consulting company established in 1988, and
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`located in Sandringham, Victoria, Australia.
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`5.
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`I have a Bachelor's Degree in Applied Science (Physics and
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`Computer Science) from the Caulfield Institute of Technology (now Monash
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`University). The degree was awarded in 1979.
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`6.
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`I have been involved in the gaming industry for some 33 years.
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`Prior to that, I had nine years of experience in the Aerospace & Defense industry
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`associated with large scale systems development and integration projects.
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`7. My professional career in gaming is elaborated in following
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`paragraphs, however in summary my expertise and experience includes more than
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`fifteen years of experience in gaming machine hardware specification and design,
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`more than twenty years of experience in gaming machine game design,
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`specification and development, more than thirteen years of experience in the
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`development and implementation of gaming machine communication protocols
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`and networked gaming systems, more than four years of experience in on-line
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`gaming systems and legislation, and more than twenty five years of experience in
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`technical standards and regulation for gaming machines, games and networked
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`gaming systems.
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`5
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`Patent Owner NexRF Exhibit 2008, Page 5 of 88
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`8. My first involvement in the casino and gaming industry was in
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`1988 when I was employed by Arthur Andersen & Co. as a management
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`consultant and fulfilled the role as Project Manager for the Tabaret cashless
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`gaming development project being undertaken by the Victorian Totalizator
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`Agency Board (TAB).
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`9.
`
`The Tabaret concept incorporated gaming terminals based on
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`Commodore Amiga PC platforms networked via an Ethernet network to a
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`networked gaming system. Some of the essential elements of Tabaret included
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`downloadable games, fault tolerant cashless gaming and accounting. As Project
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`Manager, I was responsible for overall system design guidance, management of
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`various sub-projects in Australia and New York, game design, and
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`development and implementation planning.
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`10.
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` I later managed all technical activities associated with the TAB's
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`gaming systems, wagering systems, on-course totalizator systems,
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`communications networks, and quality assurance activities. In relation to
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`gaming systems and technologies, I was required to provide design guidance to
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`the Tabaret gaming project, including internal staff and external developers.
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`This included establishing technical relationships with gaming equipment
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`vendors such as Aristocrat and IGT, and also with gaming regulatory bodies
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`and testing agencies in Australia and overseas.
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`6
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`Patent Owner NexRF Exhibit 2008, Page 6 of 88
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`11. Between 1988 and 1991, I frequently travelled to Las Vegas,
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`Nevada and Atlantic City, New Jersey on behalf of the Victorian TAB to study
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`casino gaming operations and gaming technologies. In 1988, there were no
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`technical standards or regulations governing gaming machine operations in
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`Victoria. One of my responsibilities was to represent the Victorian TAB in
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`relation to the development of technical standards and performance criteria for
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`the Tabaret games, gaming machines, network, and networked gaming systems.
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`12. The Tabaret project was completed in 1990 with the successful
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`opening of the Tabaret at Rialto in Melbourne. Between 1990 and 1992, I was
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`further contracted by the Victorian TAB in the role of Manager, Gaming
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`Systems. This role included responsibility for adding wide area network
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`capabilities to the Tabaret system concept and ongoing game and system
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`development for the Tabaret at Rialto operation.
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`13.
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`In 1991, I became responsible for overseeing the development of
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`conventional "spinning reel" and electronic card games for the Tabaret system.
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`This responsibility included construction of game pay-tables, game rules and
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`images.
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`14. Between 1990 and 1992, during the development of the wide area
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`Tabaret system, I represented the Victorian TAB on a government committee
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`charged with the development of technical standards for gaming machine and
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`7
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`Patent Owner NexRF Exhibit 2008, Page 7 of 88
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`gaming system operations. The output of this committee has since been
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`recognized as some of the core elements of the Australia/New Zealand Gaming
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`Machine National Standards.
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`15. Between 1990 and 1992, I also assisted Victorian government
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`ministers during the development of legislation related to the operation of wide
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`area gaming machines in Victoria.
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`16. Between 1991 and 1993, I represented the Victorian TAB in Reno,
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`Nevada on numerous occasions to oversee progress on the development of a
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`wide area monitoring, control and jackpot system being developed by IGT.
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`This role included assessing system design, progress monitoring, and advising
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`on specific technical and compliance issues prevailing in Victoria.
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`17.
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`In 1993, I was contracted by Crown Limited to manage the
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`specification and selection of gaming machines, games, gaming systems, and
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`jackpot systems for the Crown Galleria Casino in Victoria. This role included
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`writing system functional specifications, communicating with gaming machine
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`and gaming system vendors, implementing planning at the casino site, and
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`taking overall responsibility for final commissioning and approval of gaming
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`machine and jackpot operations at the casino. An early element of my role on
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`the Crown project was to review and select gaming systems that could meet
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`Crown's requirements. This task included surveying gaming monitoring and
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`8
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`Patent Owner NexRF Exhibit 2008, Page 8 of 88
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`jackpot systems in Australia and the USA. During that time, I was briefed by
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`system vendors such as Aristocrat, IGT, VLC, SyCo and CDS on gaming
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`systems capabilities including accounting, monitoring, player tracking and
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`jackpots.
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`18.
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`In 1994, prior to the opening of the Crown Galleria Casino, I was
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`Crown's representative on a committee to develop unique technical standards for
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`gaming machine and system operations in a casino environment. During the
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`Crown Casino project, I again travelled to gaming machine, gaming system and
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`equipment vendors in the United States to study and attend briefings on gaming
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`machines, systems and jackpot programs. I was also required to establish
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`relationships with US based gaming equipment testing companies as well as
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`Australian testing organizations.
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`19.
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`In 1995, I was contracted by Harrah's Entertainment, Inc. (Harrah's)
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`(now Caesars Entertainment Corporation) to assist in the selection and integration
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`of gaming machines, gaming systems and jackpots for the Harrah's Sky City
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`Casino in Auckland, New Zealand. The role for Harrah's included principal
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`responsibility for initial gaming machine specification, system and jackpot system
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`set-up, installation, commissioning and go-live. This included continuous liaison
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`with gaming machine and gaming system vendors including Aristocrat and IGT in
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`Australia, and Bally Systems and Mikohn Gaming in the United States.
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`
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`9
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`Patent Owner NexRF Exhibit 2008, Page 9 of 88
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`20. As part of my responsibilities in relation to commissioning and go-
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`live of the casino, I was Harrah's appointed technical representative in relation to
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`approvals and liaised with the New Zealand Casino Control Authority and related
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`testing companies. This included overall technical compliance matters and
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`development of internal control procedures for gaming machines and Keno
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`operations.
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`21.
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`In 1995, I was also contracted by The Federal Group in Tasmania
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`to develop specifications for a statewide gaming machine monitoring system
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`and to assist in the selection of a system vendor. This contract was later extended
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`to incorporate providing technical oversight to the system implementation and
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`development of operating procedures and controls. I undertook a similar project
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`for Tab Limited in New South Wales between 1999 and 2001.
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`22.
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`In 1996, I was contracted again by Crown Limited as Technical
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`Director for the establishment of gaming machine and system operations at the
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`Crown permanent casino in Melbourne. This became the permanent site for
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`Crown Casino operations after the closure of Crown's temporary casino known
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`as the Galleria Casino at the World Trade Centre in Melbourne. This role
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`included management of specifications, functionality, operation, integration and
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`implementation of gaming machines, the DACOM 6000 Slot Monitoring
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`System (incorporating Acres Bonusing), and related jackpot signage. I also
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`10
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`Patent Owner NexRF Exhibit 2008, Page 10 of 88
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`assisted Crown in the development of functional specifications for the Acres
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`Bonusing components of DACOM 6000 and provided a central point of liaison
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`between all gaming machine suppliers who included, Aristocrat, IGT, VLC,
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`Bally, Olympic and Video.
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`23.
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`In 1998, I was also contracted by Acres Gaming, Inc. in Nevada
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`USA to provide project management of the implementation of the Acres slot
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`monitoring and bonusing system at Mandalay Bay Casino in Las Vegas. This
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`role included overall management for system design, development of new
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`accounting and bonusing modules, integration with existing casino systems, and
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`installation and commissioning.
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`24. Over the years, I have provided similar project management for other
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`new and established casinos, including Grand Casino Noumea (two casinos in
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`Noumea),
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`25. Between 2001 and 2003, I was involved in the establishment of on-
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`line, internet gaming products for The Federal Group of Tasmania and Action
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`On-line Entertainment of Long Beach, California, US. In both of these projects,
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`my role included technical project supervision, development of internal
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`operating and control procedures, game specifications, management of
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`regulatory approval testing and supplier liaison.
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`11
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`Patent Owner NexRF Exhibit 2008, Page 11 of 88
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`26.
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`In 2001, I was contracted by Aristocrat Technologies Australia to
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`provide consulting advice on global gaming machine and system requirements
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`as part of a project charged with the specification and planning for new
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`systems.
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`27. Between 2001 and 2004, I was contracted by Crown Limited to
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`provide specialist technical advice on gaming machine performance, new game
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`concepts, bonusing, and systems performance. This involved ongoing work with
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`a range of gaming machine developers and suppliers in relation to game design
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`characteristics, performance and technical specifications. During this period, I
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`was responsible for the specification and implementation management of
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`games, protocols and systems impact for Crown's gaming machine business,
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`including game changes required due to changes in government legislation and
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`regulations.
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`28. Between 2004 and 2008, I was contracted by Crown Limited to
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`assist in the analysis, acquisition and development of casino gaming businesses in
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`Australia, Macau, Canada, the United States and Europe. These projects
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`included analyzing gaming machine performance, specifications and
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`legislation in each market.
`
`29.
`
`In 2008, I joined Crown Limited as a permanent employee in the
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`role of Senior Vice President, Gaming Systems & Innovation. This role
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`12
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`Patent Owner NexRF Exhibit 2008, Page 12 of 88
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`included developing concepts for unique game development and system based
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`bonusing for gaming machines in Crown owned properties.
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`30.
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`In 2010, I was appointed as Executive General Manager, Gaming
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`Machines at Crown Casino with responsibility for the operation, revenue and profit
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`performance of Crown's gaming machine business in Melbourne. In this role my
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`responsibilities included oversight of game performance, specification changes,
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`in-game bonusing development, and implementation of regulatory change.
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`31.
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`In 2014, I was appointed as Senior Vice President, VIP Customer
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`Relations in a role focused on customer development.
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`32.
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`In April 2016, I stood down from permanent employment with
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`Crown and resumed my gaming consulting practice.
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`33. My Curriculum Vitae can be found in Exhibit 2009.
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`II.
`
`Information Considered
`I read the ’229 patent and the corresponding prosecution history, the
`34.
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`Petition and its exhibits, as well as the Board’s institution decision. The
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`documents referenced in this declaration, which I have read in their entirety,
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`include:
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`• Ex. 1001 (’229 patent)
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`• Ex. 1003 (Friedman Declaration)
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`• Ex. 1005 (Joshi)
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`13
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`Patent Owner NexRF Exhibit 2008, Page 13 of 88
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`• Ex. 1009 (Finlayson)
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`• Ex. 1016 (Nielson)
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`• Ex. 1017 (Wiltshire)
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`• Ex. 2003 (Joshi’s Prosecution History)
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`• Ex. 2010 (Excerpted Aristocrat Mk4 Service Manual)
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`• Ex. 2011 (Excerpted SAS Protocol Version 6.01)
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`• Ex. 2012 (Friedman Deposition)
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`• Paper 14, Institution Decision
`
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`I have also read portions of the other exhibits cited in the 951 Petition.
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`
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`New Exhibit Description
`
`Exhibit
`CV of Neil Spencer
`2009
`2010 Aristocrat Mk4/5XR Service Manual (excerpts)
`2011
`Slot Accounting System (“SAS”) Protocol Version 6.01
`2012 Deposition of Mr. Friedman, dated March 8, 2022
`
`
`
`35.
`
`I am also aware of other information generally available to, and relied
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`upon, by persons of ordinary skill in the art at the relevant time, including technical
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`reference materials.
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`III. Legal Standard
`Person of Ordinary Skill in the Art
`I am a technical expert qualified to offer technical opinions about
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`A.
`36.
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`gaming system design, architecture, and implementation, including the systems
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`
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`14
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`Patent Owner NexRF Exhibit 2008, Page 14 of 88
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`described and claimed in the ’229 patent, Joshi patent (Ex. 1005), Finlayson patent
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`application (Ex. 1009), and other references at issue in this case, rather than legal
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`opinions. I understand the legal framework to be applied in this inter partes
`
`proceeding is to assess whether the claimed invention of the ’229 patent would
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`have been obvious to a person of ordinary skill in the art (“POSA”) in 2001, in
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`view of the prior art identified by petitioner Playtika. I have applied this legal
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`framework in developing the technical opinions expressed in this Declaration.
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`37.
`
`I understand that a POSA is a hypothetical person skilled in the art,
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`who is not a judge, or a layperson, or a genius in the art at hand. This person of
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`ordinary skill in the art is an individual who is presumed to be one who thinks
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`along the lines of conventional wisdom in the art and not one who undertakes to
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`innovate, whether by extraordinary insight or systematic research. The person of
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`ordinary skill is also a person of ordinary creativity. In rendering my opinions
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`throughout this declaration, I have considered the prior art, claims, and disclosures
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`through the eyes of a POSA in 2001, when the patent application for the ’229
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`patent was filed.
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`38.
`
`I understand that the Board adopted Mr. Friedman’s definition of a
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`POSA as someone with a bachelor’s degree in computer science, electrical
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`engineering, computer engineering, or a related engineering discipline and two or
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`more years of industry experience in the field of gaming devices and online
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`15
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`Patent Owner NexRF Exhibit 2008, Page 15 of 88
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`gaming systems and development thereof, or equivalent experience, education, or
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`both. (Institution Decision at 9). As I explained above with respect to my
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`experience in the industry I met and exceeded this definition as of 2001.
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`39. Within Mr. Friedman’s definition of a POSA, he includes two or more
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`years of experience in online gaming systems. In my opinion, that terminology is
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`open to different interpretations and should not be relied upon without further
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`clarification. An online gaming system may refer to internet gaming, a sport
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`wagering system, a lottery system, or even community style computer and video
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`games. In my opinion, a POSA relevant to this current action would have two
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`years of experience in the field of gaming devices (such as slot machines or casino
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`style games) and networked gaming systems of the type used in land-based casinos
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`for the management of data from slot machines. I also met and exceeded this
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`definition as of 2001.
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`B. Obviousness
`I have been informed and understand that a patent claim is not
`40.
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`patentable under 35 U.S.C. § 103 if the differences between the patent claim and
`
`the prior art are such that the claimed subject matter as a whole would have been
`
`obvious to a POSA at the time of the claimed invention, here 2001. Obviousness,
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`as I understand it, is based on the scope and content of the prior art, any differences
`
`between the prior art and the claimed invention, the level of ordinary skill in the
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`16
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`Patent Owner NexRF Exhibit 2008, Page 16 of 88
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`art, and, to the extent that they exist and have an appropriate nexus to the claimed
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`invention (as opposed to prior art features), secondary considerations of
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`nonobviousness. I understand that petitioner Playtika must prove and explain why
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`the claimed subject matter would have been obvious to a POSA at the time of the
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`invention. I understand that whether there are any relevant differences between the
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`prior art and the claimed invention is to be analyzed from the perspective of a
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`POSA at the time of the invention in 2001. As such, my opinions are predicated on
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`the knowledge and experience of a POSA as of 2001, even if not expressly stated
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`as such.
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`41.
`
`I understand that the prior art identified and discussed by Mr.
`
`Friedman and petitioner Playtika must be assessed for what it would have taught or
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`fairly suggested to a POSA, but without the benefit of hindsight from reading the
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`’229 patent and the invention it describes and claims. I understand that one may
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`take into account the inferences and creative steps that a POSA would have
`
`employed in reviewing the prior art at the time of the invention. For example, if
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`the claimed invention combined elements known in the prior art and the
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`combination yielded results that would have been predictable to a POSA at the
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`time of the invention, then this evidence would make it more likely that the
`
`claimed invention was obvious. On the other hand, if known elements were
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`combined in a way that was not taught by the prior art, or if the combination was
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`17
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`Patent Owner NexRF Exhibit 2008, Page 17 of 88
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`unexpected, unpredictable, or not readily achievable by a POSA, then this evidence
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`would make it more likely that the claimed invention was not obvious.
`
`42.
`
`I understand that hindsight must not be used when comparing the
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`prior art to the claimed invention of the ’229 patent to determine whether the
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`claimed invention would have been obvious or non-obvious to a POSA as of 2001.
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`43.
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`I understand that multiple prior art references or teachings can be
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`combined to show that a patent claim would have been obvious to a POSA. When
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`taking this approach, I understand that Playtika must show that a POSA would
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`have had reason or motivation to combine the references in the way the elements
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`are recited in the claimed invention of the ’229 patent. I understand that the
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`rationale for modifying a reference and/or combining references may come from
`
`sources—like the prior art—but it cannot come from the ’229 patent’s own
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`disclosure. That is, Playtika cannot use the inventor’s own work against the
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`inventor to argue that the invention would have been obvious.
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`44. With this understanding, as discussed in more detail below, in my
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`opinion Playtika has not shown that the combination of elements in the challenged
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`claims of the ’229 patent is disclosed, taught, or suggested by the cited prior art. In
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`my opinion, Playtika also has not provided sufficient motivation to combine prior
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`art references in the manner asserted such that a POSA would have had a
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`reasonable expectation of successfully achieving the claimed invention of the ’229
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`18
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`Patent Owner NexRF Exhibit 2008, Page 18 of 88
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`patent. Accordingly, it is my opinion that Petitioner has not demonstrated that the
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`claimed invention of the ’229 patent would have been obvious to a POSA at the
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`time of the invention in 2001.
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`IV.
`
`State of the Art
`A. Gaming Systems in 2001
`45. The sophistication and connectivity of gaming machines has evolved
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`over time, beginning with completely mechanical standalone gaming devices, and
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`resulting in the high-definition video machines that communicate over high-speed
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`networks that we have today.
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`46.
`
`In 2001, gaming machines were networked with physical cables, and
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`not with the speed or sophistication we expect from today’s computers. Gaming
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`machines, particularly slot machines, were complicated electro-mechanical devices
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`with rigidly implemented, highly bespoke, programming. A standard gaming
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`machine of the time used a serial connection to connect to external monitoring
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`computers. Compared to today’s networks, serial connections were extremely
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`slow, typically connecting at 19.2k bps. This transfer rate allowed gaming
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`machines to send short, efficient, messages to a server, communicating events (for
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`example, insertion of money into the machine, or the opening of a cabinet door) or
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`status information (money wagered, money won, etc.).
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`19
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`Patent Owner NexRF Exhibit 2008, Page 19 of 88
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`47. There was no practical way, in 2001, to transfer larger files such as
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`graphics from a gaming machine. At 19.2k Baud rate (bps), it would take
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`approximately 7 minutes to transfer a 1 MB file over the machine’s serial link. A
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`POSA in 2001 would not have attempted to transfer large quantities of data out of
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`a casino style gaming machine, and as demonstrated, the elapsed time to transmit
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`live files would give any such capability no value during live gameplay, where a
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`slot machine typically has a 2-4 second game cycle.
`
`48. Gaming or gambling machines have existed since the late 1800’s,
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`however, the most commonly understood gaming machines, known as mechanical
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`slot machines (sometimes referred to as one-arm bandits, or stepper reel machines)
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`gained widespread popularity in the 1960’s/1970’s. These 1960’s/1970’s
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`mechanical slot machines generally incorporated a number of physical wheels
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`controlled by precision stepper motors with embedded electronic control circuits or
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`software designed to manage game financial performance and player input.
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`49. Mechanical slot machines displayed images to the player. These
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`images were printed on a ‘reel strip’ attached to the circumference of a wheel, and
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`the wheels were positioned next to one another at regular intervals and orientated
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`to spin on a common axis. Upon activation, the wheels would spin, presenting a
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`moving pattern of graphical images to the player. Eventually the wheels would
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`stop, and prizes would be paid based on the combination of graphical symbols
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`Patent Owner NexRF Exhibit 2008, Page 20 of 88
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`displayed to the player at the end, in accordance with a prize table displayed on the
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`machine.
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`50. With the advent of small, commercially available, integrated computer
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`chips in the 1970’s, gaming machine manufacturers were able to take advantage of
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`computer processors, on board memory storage and video screens to introduce
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`video slot machines. Video slot machines provided the opportunity for more
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`complex betting options (such as more betting lines and multiple credits per line),
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`physical reel strips with graphical images were replaced with images stored in
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`memory devices, more complex game mathematics based on the concept of virtual
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`reel strips, more complex software based (pseudo) random number generators and
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`animation of graphical images that was not possible with fixed artwork on a
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`physical reel strip. Use of emerging computer technologies with video capabilities
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`also created a market for video emulation of interactive casino table games such as
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`Draw Poker, BlackJack or Roulette that could not be presented on stepper reel slot
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`machines.
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`51.
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`I include, as Exhibit 2010, a service manual for a typical video slot
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`machine that would have been in use in 2001. This machine, the Aristocrat
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`Mk4/5XR, was manufactured and sold by Aristocrat Leisure Industries under one
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`of their subsidiary companies, Jubilee Gaming Technologies, one of the major
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`players in the casino/gaming slot machine market. This service manual would
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`Patent Owner NexRF Exhibit 2008, Page 21 of 88
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`have been publicly available in 2001, particularly to interested members of the
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`gaming community, such as casino operators and technicians. I note that the front
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`cover of the manual lists a part number (AM-1121032-01), which a member of the
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`public could have used to order this manual from Aristocrat or one of its vendors.
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`This particular machine had at least three manuals, an operator manual, a service
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`manual, and a parts manual. (Ex. 2010 at 6). In my experience, the service manual
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`is the most comprehensive and detailed of these three options. I discuss the
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`relevance of Mk4/5XR manual in Paragraphs 98-121 of this Declaration.
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`52. Casinos were also slow to adopt Internet technology. I am not aware
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`of any Casinos that allowed remote access to their financial information, servers,
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`or game machines in 2001. In 2001, the development of online gaming systems
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`associated with traditional land-based casinos was considered an emerging
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`capability, with a very limited number of companies and individuals having
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`established expertise or even basic understanding of the technology. If casino
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`personnel needed to inspect data about the performance of a gaming machine, that
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`information would have been accessed from a secure server, located in a highly
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`access-controlled area of the casino.
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`53.
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`In 2001, at a time when only a small percentage of the United States
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`had access to broadband Internet; and the remainder of the population connected to
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`the Internet using dial-up services, internet gaming in major markets like the
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`Patent Owner NexRF Exhibit 2008, Page 22 of 88
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`United States had not been legitimized. Prior to 2001, it was generally understood
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`that internet gaming might be legal in certain countries around the world, however
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`accessing these sites in the United States constituted a grey area. It was difficult to
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`fund off-shore gaming accounts and difficult to withdraw funds. There was also
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`no assurance that the games being offered were properly regulated. Consequently,
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`if a player suffered a loss of funds due to a data breach, hack, or malfeasance by
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`the operator, the player did not have any recourse to deal with those issues in the
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`United States.
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`54. The introduction of computer-based technologies in slot machines
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`(video or ste