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Case 6:21-cv-00331-ADA Document 70 Filed 04/26/22 Page 1 of 65
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`IN THE UNITED STATES DISTRICT COURT
`FOR THE WESTERN DISTRICT OF TEXAS
`WACO DIVISION
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`IGT and IGT CANADA SOLUTIONS ULC,
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`ZYNGA INC.,
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`Plaintiffs,
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`v.
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`Defendant.
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`C.A. No. 6:21-CV-00331-ADA
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`JURY TRIAL DEMANDED
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`SECOND AMENDED COMPLAINT FOR PATENT INFRINGEMENT
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`Plaintiffs IGT (“IGT US”) and IGT Canada Solutions ULC (“IGT Canada”) (together,
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`“IGT”), for their Second Amended Complaint for Patent Infringement against Defendant Zynga
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`Inc. (“Zynga”), allege the following:
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`NATURE OF THE ACTION
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`1.
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`This is an action for infringement of United States Patent Nos. 8,708,791;
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`9,159,189; 7,168,089; 7,303,473; 8,795,064; and 8,266,212 (collectively, the “Asserted Patents”),
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`arising under the patent laws of the United States, Title 35 of the United States Code, including
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`§ 271 and §§ 281–285.
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`THE PARTIES
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`2.
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`Plaintiff IGT US is a corporation organized and existing under the laws of the State
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`of Nevada, having a place of business located at 6355 South Buffalo Drive, Las Vegas, Nevada
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`89113.
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`3.
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`Plaintiff IGT Canada is a Canadian unlimited liability company organized and
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`existing under the laws of Nova Scotia, having a place of business located at 328 Urquhart Avenue,
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`Moncton, New Brunswick E1H 2R6, Canada. IGT US and IGT Canada are subsidiaries of
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`Case 6:21-cv-00331-ADA Document 70 Filed 04/26/22 Page 2 of 65
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`International Game Technology PLC, which is listed on the New York Stock Exchange under the
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`trading symbol “IGT.” IGT is a world leader in gaming entertainment and a leading supplier of
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`casino and lottery machines.
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`4.
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`Upon information and belief, Defendant Zynga is a corporation organized and
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`existing under the laws of the State of Delaware, having a place of business located at 12357-A,
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`Riata Trace Pkwy #200, Austin, Texas 78727.
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`JURISDICTION AND VENUE
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`5.
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`This is a civil action for patent infringement arising under the patent laws of the
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`United States, Title 35 of the United States Code.
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`6.
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`7.
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`This Court has subject matter jurisdiction under 28 U.S.C. §§ 1331 and 1338(a).
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`This Court has personal jurisdiction over Zynga because Zynga has a place of
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`business in this District, has committed acts within this District giving rise to this action, and has
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`established minimum contacts with this forum such that the exercise of jurisdiction over Zynga
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`would not offend traditional notions of fair play and substantial justice. Zynga has committed and
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`continues to commit acts of infringement in this District by, among other things, developing,
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`making, testing, using, and providing instrumentalities that infringe one or more claims of the
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`Asserted Patents.
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`8.
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`Venue is proper in this judicial district under 28 U.S.C. § 1400(b). For instance,
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`Zynga has a regular and established place of business in at least Austin, Texas, and has committed
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`acts of infringement in this District and Division.
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`FACTUAL BACKGROUND
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`I.
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`IGT and Remote Gaming
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`9.
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`With more than 12,000 employees worldwide, IGT (NYSE: IGT) enables players
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`to experience their favorite games across various market channels and regulated segments, from
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`2
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`gaming machines and lotteries to digital and social platforms. IGT’s gaming solutions anticipate
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`and meet consumer demands—wherever they choose to play—by leveraging IGT’s portfolio of
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`premium and proprietary content, substantial investments in innovation, in-depth customer
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`intelligence, significant operational expertise, and novel, industry-leading technologies. IGT has
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`a well-established presence locally and internationally, including relationships with governments
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`and regulators in more than 100 countries around the world. For more than thirty years, IGT has
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`created and driven value by adhering to the highest standards of service, integrity, and
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`responsibility in the gaming industry.
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`10.
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`In addition to IGT’s established brick-and-mortar casino and lottery operations,
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`IGT is a world leader and innovator in the markets for remote gaming and social casinos. IGT
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`offers a complete portfolio of award-winning digital gaming products, platforms, and services.
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`With substantial investments in research and development, IGT’s solutions are flexible, scalable,
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`and backed by a market-leading technology investment program to ensure players will always
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`catch the next wave of innovation. For example, IGT’s Remote Game Server (“RGS”) is home to
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`over 100 themed games, including some of the industry’s most celebrated titles, such as
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`Cleopatra®, Golden Goddess®, and Wheel of Fortune®. In fact, in May 2017, IGT announced
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`that the RGS would also house the leading online gaming site PokerStars Casino. The RGS
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`contains a vast library of new and proven games and features that ignite player excitement and
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`engagement in markets around the world.
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`11.
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`IGT’s products and services include, for example, its PlayAnywhere, PlaySports,
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`PlayLottery, PlayPlatform, and PlayService offerings, as advertised on its website:
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`3
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`Case 6:21-cv-00331-ADA Document 70 Filed 04/26/22 Page 4 of 65
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`https://www.igt.com/products-and-services/playdigital (last visited May 3, 2021).
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`12.
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`IGT’s PlayAnywhere offerings further include, for example, PlayCasino,
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`PlayPoker, PlayBingo, and PlayInstants:
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`https://www.igt.com/products-and-services/playdigital/playanywhere (last visited May 3, 2021).
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`4
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`13.
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`To protect these and other valuable and proprietary technologies, IGT has heavily
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`invested in acquiring and maintaining its intellectual property, including cultivating a portfolio of
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`approximately 3,400 United States patents and pending applications, and hundreds more in
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`Europe, Australia, and Asia.
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`II.
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`Zynga and the Accused Instrumentalities
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`14.
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`Zynga labels itself “a leading developer of the world’s most popular social games
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`that are played by millions of people around the world each day.” https://www.zynga.com/ (last
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`visited May 3, 2021). According to Zynga, “more than one billion people” have played its games
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`“across the Web and mobile” to date. Id. Upon information and belief, Zynga has made, used,
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`sold, or offered to sell in the United States, or imported into the United States, infringing
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`instrumentalities, including servers and other hardware and software enabling players to play its
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`various game offerings (“Accused Instrumentalities”), including, but not limited to, Zynga Poker,
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`The Wizard of Oz, Game of Thrones, Mustang Money, Hit It Rich, other spin slot machine games,
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`Words With Friends, Farmville, Loyalty Lounge, and other game offerings.
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`III. The Asserted Patents
`A.
`
`The ’791 Patent Recites a Specific, Technological Improvement, and Recites
`Inventive Concepts That Were Not Well Understood, Routine, or
`Conventional at the Time.
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`15.
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`U.S. Patent No. 8,708,791 (“the ’791 Patent”) is entitled “Detecting and preventing
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`bots and cheating in online gaming,” and is attached hereto as Exhibit A. ’791 Patent at [54]. IGT
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`US is the owner of all rights, title, and interest in the ’791 Patent, which issued on April 29, 2014.
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`Id. at [73], [45]. The application that led to the ’791 Patent was filed on December 20, 2012, is a
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`divisional of application No. 11/480,713, and claims priority back to at least July 3, 2006. Id. at
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`[22], [62]. The ’791 Patent is not directed to an abstract idea, but rather claims a technical solution
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`necessarily rooted in computer technology in order to overcome a problem specifically arising in
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`5
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`the realm of prior electronic gaming systems. Moreover, the claim limitations involve more than
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`the performance of well-understood, routine, and conventional activities previously known to the
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`industry.
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`16.
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`The ’791 Patent claims are directed to patent-eligible, non-abstract subject matter.
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`In particular, the ’791 Patent is directed to methods and devices for detecting and preventing
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`cheating in online gaming resulting from technological problems attributable to the Internet. The
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`Patent explains that one criticism of online gaming was the perception that it very often involves
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`cheating. As described, prior art methods and devices were inadequate because some players could
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`use “bots” or similar software that could apply perfect or nearly perfect strategies during game
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`play and also allow for unfair collaboration between players. Players could also use multiple
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`devices, such as a first personal computer for participation in online gaming, and a bot and remote
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`control software may be running on a second computer, for cheating. The bot on the second
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`computer could control games played on the first computer, such that a human will appear to be
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`participating in the online gaming sessions and could even interact with other players or provide
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`other human responses that would be difficult to automate. ’791 Patent at 1:25–51. As the Patent
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`notes, there was a need to overcome these and other technological problems in the prior art such
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`as those arising from bots, with new technical solutions for detecting and preventing cheating in
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`wagering games conducted via the Internet. Id. at 1:55–58.
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`17.
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`The claims of the ’791 Patent describe and claim narrowly-tailored and specific
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`concepts that were not well-understood, routine, or conventional at the time of its filing for
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`overcoming these and other technological problems. The claims address, among other things, such
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`technical problems in prior gaming systems by providing specifically implemented technical
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`solutions. For example, claim 1 recites:
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`1. A gaming method in a gaming system having a plurality of host devices
`and at least one game server, the method comprising:
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`providing, by plurality of host devices and the at least one game server, an
`online wagering game;
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`presenting, by plurality of host deices, game data required for participation
`in the online wagering game in a format that requires a human
`interface or the use of pattern recognition methods;
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`gathering, by the plurality of host devices, game play data while players are
`using the plurality of host devices to play Internet wagering games;
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`analyzing, by the at least one game server, the game play data to determine
`individual players’ typical gaming styles and times of deviation
`from the typical gaming styles; and
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`comparing, by the at least one game server, times of deviation from players’
`typical gaming styles to determine instances of probable collusion
`between players.
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`Id. at 17:2–19. Claim 1 targets a method-based solution that uses a plurality of host devices and
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`at least one game server for providing an online wagering game. Id. at 17:2–6. The method
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`involves presenting “game data” required for participation by host devices in a format that requires
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`a human interface or the use of pattern recognition methods, and gathering game play data while
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`players are using the host devices to play Internet wagering games. Id. at 17:7–12. The game
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`server then analyzes the game play data to determine players’ typical gaming styles and times of
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`deviation from the typical gaming styles, and compares times of deviation from their typical
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`gaming styles to determine instances of probable collusion between players. Id. at 17:13–19.
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`18.
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`The specification further demonstrates that the inventors developed a specific
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`technological solution to solve technological problems in the prior art. Id. at 4:6–16:67. The
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`specification describes, with reference to FIG. 1, for instance, game provider 105 that provides
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`Internet wagering games via one or more game servers 110, 115, 120 and 125. Id. at 4:29–31.
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`After a player’s eligibility is determined, gaming software may be provided, by downloading the
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`software from a server of game provider 105 to a player’s host device. Id. at 9:11–14. As a first
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`countermeasure against the use of bots, the gaming software may provide gaming information in
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`formats that are difficult for a bot to interpret, including using pattern recognition software, but
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`which preferably are easy for humans to interpret. Id. at 5:45–49. For example, some
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`implementations present playing cards with distorted letters and numbers or that are rotated,
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`misaligned, or randomly oriented; some provide GUIs whose layouts change depending on
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`whether bot play is suspected. Id. at 5:50–7:37.
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`19.
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`After a game begins, players’ gaming data is collected by the host device and
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`analyzed by the game server, including tracking and analyzing a player’s response time, win
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`frequency, win amount, time spent playing, game play decisions, and wagering decisions, over a
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`period of time. Some implementations involve calculating a player’s characteristic percentage of
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`optimal decision-making, a player’s characteristic range of deviation from this characteristic
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`percentage, a player’s characteristic range of deviation from perfect game play, or similar values.
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`Id. at 9:18–44. If a player is suddenly playing at a level quite different from his or her historical
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`range, this indicates possible use of a bot or collusion. Id. at 9:45–58. For example, consistently
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`perfect or nearly-perfect game play suggests that a player is actually a bot (or is using a bot or
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`similar software). If the player also has a consistently small response time and can play for long
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`time periods without making an error, the player is even more likely to be a bot. Id. at 10:14–29.
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`Likewise, the inventive system may determine whether more than one of the players has been in
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`the same location during times that the player is winning, as one indicia of collusion. Id. at 15:6–
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`13.
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`20.
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`As a game progresses, the inventive system and method involves determining, by
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`a central computing device or a player’s host device, whether indicia of cheating have been
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`detected. If no indicia of cheating have been detected, play may continue as before. However, if
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`an indicium of cheating has been detected, cheating countermeasures may be invoked. For
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`example, a display may be used that is believed to be more difficult for bots to interpret, the display
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`type may be changed more frequently; a player may be prevented from further play, assessed a
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`monetary penalty, or blacklisted; or a player may be required to respond correctly to a spoken
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`question or command. Id. at 11:15–39.
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`21.
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`The improvements recited by the claims have no pre-electronic gaming analog.
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`Indeed, the technical problems experienced by prior art systems did not exist prior to electronic
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`gaming. E.g., ’791 Patent at 1:31–51 (describing the cheating specific to online wagering games
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`including the use of “bots” combined with unfair collaboration and the use of multiple online
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`devices by one person). Moreover, the claimed technologies of the ’791 Patent cannot be
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`performed as mental steps by a human, nor by a human using a pen and paper. E.g., id. at 14:64–
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`15:13, 8:51–55 (describing the collection and analysis of “opponent gaming data” including host
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`device location data and game play data coinciding in time); id. at 17:2–19 (claiming host device
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`and gaming server).
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`22.
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`As addressed above, the ’791 Patent claims are directed to inventive concepts that
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`recite significantly more than any patent-ineligible, abstract idea. Nor does the claimed invention
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`represent the mere application of a generic computer to any well-known method of organizing
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`human behavior. Online gaming introduces unique challenges such as, for example, opportunities
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`for collusion among players through the use of automated bots and and/or multiple user devices.
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`The claimed invention of the ’791 Patent provides a unique technical solution for detecting such
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`behavior.
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`23.
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`The dependent claims further recite unconventional technological advancements
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`over the prior art. For example, claims 2–4 and 6, 7, and 9 recite specific types of game data (e.g.,
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`playing card data) and formats of game data (e.g., varying positions of playing card symbols on
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`the cards) that further a goal of, for example, providing countermeasures against prior-art bots that
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`could be used for cheating. Id. at 17:20–29; id. at 18:1–8; id. at 13–15. As another example,
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`dependent claim 11, which depends from claim 1, further recites the unconventional step of
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`providing wagering data for participation in the online wagering game as “images of wager
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`tokens,” as another countermeasure. Id. at 18:20–22. Dependent claim 13, which depends from
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`claim 1, recites that the gaming method also involves the game server determining locations of
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`host devices and whether some of the instances of probably collusion involve multiple host devices
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`at one location,” which furthers a goal of detecting indicia of possible collusion for investigation.
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`Id. at 18:25–30.
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`B.
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`The ’189 Patent Recites a Specific, Technological Improvement, and Recites
`Inventive Concepts That Were Not Well Understood, Routine, or
`Conventional at the Time.
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`24.
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`U.S. Patent No. 9,159,189 (“the ’189 Patent”) is entitled “Mobile gaming device
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`carrying out uninterrupted game despite communications link disruption,” and is attached hereto
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`as Exhibit B. ’189 Patent at [54]. IGT Canada is the owner of all rights, title, and interest in the
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`’189 Patent, which issued on October 13, 2015. Id. at [45]. The ’189 Patent was filed on April
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`11, 2013, and is a continuation-in-part of two patent applications, all three applications claiming
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`priority to a provisional application filed on January 13, 2012. Id. at [63], [60]. The ’189 Patent
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`is not directed to an abstract idea, but rather, claims a technical solution necessarily rooted in
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`computer technology in order to overcome a problem specifically arising in the realm of prior
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`electronic gaming systems. Moreover, the claim limitations involve more than the performance
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`of well-understood, routine, and conventional activities previously known to the industry.
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`10
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`25.
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`The ’189 Patent claims are directed to patent-eligible, non-abstract subject matter.
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`In particular, at the time of the claimed invention, game participants could use a wireless hand-
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`held device to remotely play an otherwise conventional gaming machine in a casino. The gaming
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`machine would perform all of the processing during gameplay. ’189 patent at 1:25–36. Since the
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`player may walk around with the tablet, however, various issues arise, such as what actions to be
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`taken if the communications link is broken during a game or if a maximum time between games
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`is exceeded. In those cases, and as described in the prior art, the game would typically be
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`terminated, which could prevent players from receiving game outcomes and cause them to become
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`“confused and agitated.” Id. at 1:47–2:15 (discussing U.S. Patent No. 6,846,238 to Wells). Thus,
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`for example, “an improved technique for dealing with a communications link being broken in the
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`middle of a game” was needed. The disclosed invention overcame this and other technological
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`problems. Specifically, if a communications link is broken during a game, a mobile gaming device
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`may extend the game animation (such as a spinning reel) beyond a typical time for the game until
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`the link is reestablished, rather than terminating or stopping the display of the game. Id. at 4:47–
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`5:4.
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`26.
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`The claims of the ’189 Patent describe and claim narrowly-tailored and specific
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`concepts that were not well-understood, routine, or conventional at the time of its filing for
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`overcoming the technological problems of the prior. The claims address, among other things, such
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`technical problems in prior gaming systems by providing specifically implemented technical
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`solutions. For example, claim 1 recites:
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`1. A remote gaming method comprising:
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`establishing a wireless communications link between a mobile gaming
`device, operated by a player, and a stationary gaming terminal that
`carries out a gaming program;
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`receiving player control signals by the gaming terminal from the mobile
`gaming device to initiate a game;
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`displaying game animation on the mobile gaming device for the game
`conveying to the player that the game is presently occurring;
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`carrying out the game by the gaming terminal, including determining a final
`outcome of the game and any award for the outcome;
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`transmitting signals from the gaming terminal to the mobile gaming device
`identifying the final outcome of the game and the award;
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`stopping the game animation for the game and displaying, by the mobile
`gaming device, the final outcome of the game and the award;
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`in the event of a communications link failure between the mobile gaming
`device and the gaming terminal during the game, prior to receiving
`the signals by the mobile gaming device identifying the final
`outcome of the game and the award but after the game animation for
`the game has begun, performing the method comprising:
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`extending the game animation for the game by the mobile gaming
`device during the communications link failure beyond a
`typical time for the game until the communications link has
`been re-established; and
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`once the communication link has been re-established, transmitting
`the signals to the mobile gaming device identifying the final
`outcome of the game and the award, stopping the game
`animation for the game, and displaying, by the mobile
`gaming device, the final outcome of the game and the award,
`such that the game perceived by the player is not interrupted
`during the communications link failure.
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`Id. at 23:23–59. Claim 1 targets a method-based solution that extends the game animation for the
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`game by the mobile gaming device during the communications link failure beyond a typical time
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`for the game until the communications link has been re-established. Id. at 23:48–51. More
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`specifically, the claims improve user experience with remote games that rely on communications
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`link to operate by extending game animations during communications link failures to present an
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`uninterrupted gaming experience. See, e.g., id. at 4:44–46 (“Therefore, the un-interrupted display
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`of the reels spinning and stopping is very important to the player.”); see also id. at 1:63–2:2.
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`27.
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`The specification further demonstrates that the inventors developed a specific
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`technological solution to solve the technological problems. See ’189 Patent at 3:31–22:67. It
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`describes the inventive devices used in the invention with reference to FIG. 3, including specially
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`programmed reel spin routine files 69 and communications link detector 82. See also id. at 9:8–
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`39. It also describes the inventive method with reference to FIG. 4, for instance. The gaming
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`machine continually senses whether the communications link is still up by, for example, receiving
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`periodic signals from the tablet or receiving acknowledgements from the tablet that a command
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`has been received. Id. at 10:56–60. The communications link may be broken by the player moving
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`out of the allowable range, interference, or other cause, which may prevent the user from receiving
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`the game’s outcome. Id. at 10:60–62; see also id. at 5:1–4. To overcome this drawback,
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`specialized programming causes the animated reels to keep spinning, so the player believes the
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`game is still occurring. Id. at 11:17–24. The gaming machine re-transmits the final outcome and
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`award and, assuming the player has re-entered the allowable range within the allowable “reconnect
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`timeout” period, the tablet receives the final result and stops the reels at their final positions. Id.
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`at 11:27–31. Thus, the player perceives the continuous spinning of the reels as just an extended
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`game rather than an interruption in the game. Id. at 11:31–33.
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`28.
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`The improvements recited by the claims have no pre-electronic gaming analog.
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`Indeed, the technical problems experienced by the prior art did not exist prior to electronic gaming.
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`See, e.g., id. at 1:25–27 (describing the prior art as using a “wireless hand-held device, such as a
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`tablet, to remotely play an otherwise conventional gaming machine in a casino”) (emphasis added);
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`see also id. at 1:48–55 (describing issues particular to remote electronic gaming as compared to
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`conventional casino gaming). Moreover, the claimed technological advance claimed in the ’189
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`Patent cannot be performed as mental steps by a human, nor by a human using a pen and paper.
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`See, e.g., id. at 11:27–33 (describing an embodiment that requires the animated reels to continue
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`spinning so that the player is unaware of the interruption in the communications link); see also id.
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`at 4:63–67.
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`29.
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`As addressed above, the ’189 Patent claims are directed to inventive concepts that
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`recite significantly more than any patent-ineligible, abstract idea. The claimed invention also
`
`represents more than the mere application of a generic computer to any well-known method of
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`organizing human behavior. Remote electronic gaming introduces unique challenges, such as, for
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`example, the possibility of a communications link failure between a gaming terminal and mobile
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`gaming device, when such a communications link was unnecessary with conventional, non-remote
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`casino games. The ’189 Patent provides a novel technical solution for a remote electronic game
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`to appear as if no communications link failure occurred.
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`C.
`
`The ’089 Patent Recites a Specific, Technological Improvement, and Recites
`Inventive Concepts That Were Not Well Understood, Routine, or
`Conventional at the Time.
`
`30.
`
`U.S. Patent No. 7,168,089 (“the ’089 Patent”) is entitled “Secured Virtual Network
`
`In A Gaming Environment,” and is attached hereto as Exhibit C. ’089 Patent at [54]. IGT US is
`
`the owner of all rights, title, and interest in the ’089 Patent, which issued on January 23, 2007. Id.
`
`at [73], [45]. The ’089 Patent was filed on April 3, 2002, and is a continuation-in-part from an
`
`application that was filed on December 7, 2000. Id. at [22], [63]. The ’089 Patent is not directed
`
`to an abstract idea, but rather, claims a technical solution necessarily rooted in computer
`
`technology in order to overcome a problem specifically arising in the realm of prior electronic
`
`gaming systems. Moreover, the claim limitations involve more than the performance of well-
`
`understood, routine, and conventional activities previously known to the industry.
`
`31.
`
`The ’089 Patent claims are directed to patent-eligible, non-abstract subject matter.
`
`In particular, at the time of the claimed invention, the remote-gaming environment faced a
`
`14
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`

`

`Case 6:21-cv-00331-ADA Document 70 Filed 04/26/22 Page 15 of 65
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`
`
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`technological challenge of ensuring security and providing monitoring of gaming software sent to
`
`and loaded onto remote gaming devices. This technological problem results from the Internet and
`
`its ability to offer dispersed game-play capability in a computer-distributed environment. For
`
`example, in brick-and-mortar gaming establishments, the patent explains, gaming machines were
`
`largely standalone. ’089 Patent at 1:21–49. The patent further explains that, “[a]s technology in
`
`the gaming industry progresses, more and more gaming services are being provided to gaming
`
`machines via communication networks that link groups of gaming machines to a remote computer
`
`that provides one or more gaming services.” Id. at 1:49–53. These groups of gaming machines
`
`were “linked to a dedicated communication network … not accessible to the public.” Id. at 1:50–
`
`66. As technology progressed and the gaming industry grew, it became possible to have “gaming
`
`machines under the control of a particular entity … distributed in many different types of
`
`establishments. Casinos, convenience stores, supermarkets, bars and boats are a few examples of
`
`establishments where gaming machines may be placed.” Id. at 2:21–28. These gaming machines,
`
`however, continued to communicate with “one or more database servers via one or more dedicated
`
`networks,” if connected to such a network. Id. at 2:45–3:5. But in instances such as a gaming
`
`machine placed at a store, “the cost of a dedicated communication network [was] not usually
`
`justified.” Id. at 3:16–19. Where the cost could not be justified, the gaming device was left “in a
`
`‘stand alone’ mode” thus requiring manual maintenance and manual extraction of information for
`
`the gaming establishment, resulting in a “large route” for the operator that was “both time
`
`consuming and costly.” Id. at 3:20–31.
`
`32.
`
`Additionally, for example, the patent further explains that, “for security reasons,”
`
`gaming machines were not generally allowed to communicate outside of the gaming establishment
`
`absent a dedicated network and that such a dedicated network “was not cost effective.” Id. at 3:40–
`
`15
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`

`

`Case 6:21-cv-00331-ADA Document 70 Filed 04/26/22 Page 16 of 65
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`
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`67. Such impediments to developing a “dedicated network” prevented “the gaming industry
`
`[from] download[ing] gaming software from one or more remote locations to a gaming machine.”
`
`Id. at 4:1–3. The ability to download gaming software, however, was “desirable because it may
`
`enable gaming machines to be quickly reconfigured to account for changes in popularity of various
`
`games played on the gaming machines and it may simplify software maintenance issues on the
`
`gaming machine such as gaming software updates.” Id. at 4:3–14. But typically such software
`
`downloads were only manually made outside of the dedicated network “for security reasons,” for
`
`example, “to prevent the source code from being obtained by individuals which might use the
`
`source code to try to find ways of cheating the gaming machine.” Id. at 4:11–18.
`
`33.
`
`The claims address, among other things, such technical problems in prior gaming
`
`systems by providing specifically implemented technical solutions. For example, claim 84 recites
`
`a specific method to solve the described technological problems:
`
`84. In a first gaming device, a method of transferring gaming software to a
`second gaming device, said method comprising:
`
`receiving a gaming software transaction request from the second gaming
`device;
`
`sending the gaming software transaction request to a gaming software
`authorization agent that approves or rejects the transfer of gaming
`software;
`
`receiving an authorization message from the gaming software authorization
`agent wherein the authorization message includes information
`indicating whether the first gaming device is authorized to transfer
`the gaming software to the second gamma device; and
`
`transferring the gaming software to the second gaming device;
`
`wherein the gaming software is for at least one of a) a game of chance
`played on a gaming machine, b) a bonus game of chance played on
`a gaming machine, c) a device driver for a for a device installed on
`a gaming machine, d) a player tracking service on a gaming machine
`and e) an operating system installed on a gaming machine.
`
`16
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`

`

`Case 6:21-cv-00331-ADA Document 70 Filed 04/26/22 Page 17 of 65
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`
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`’089 Patent at 47:53–48:7. More specifically, the claims improve system security over prior
`
`electronic systems by reciting “transferring gaming software” from a first gaming device to a
`
`second device, including steps such as receiving a “gaming software transaction request” from the
`
`second device that is sent to a “gaming software author

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