`
`The following chart contains Supercell’s Invalidity Contentions demonstrating that Cho anticipates claims 1-16 of U.S. Patent No.
`10,335,682 under 35 U.S.C. § 102 or renders the same claims obvious alone or in view of other prior art under 35 U.S.C. § 103.
`Because the Court has yet to issue a claim construction in this case, fact discovery is ongoing, and the invalidity of the asserted claims
`will likely be the subject of expert discovery, these contentions are preliminary only and Supercell reserves the right to supplement or
`modify these contentions in accordance with the agreed patent-disclosure procedures and the Docket Control Order in this case.
`Additionally, and in further consideration of the preliminary stages of the case, Supercell notes that the pinpoint citations referenced in
`this chart are not exhaustive, and Supercell reserves the right to rely on additional citations within the reference. Furthermore,
`citations to any figure, table, or chart are meant to encompass the language describing the respective figure, table, or chart, and vice
`versa.
`
`These charts also incorporate analysis based upon GREE’s apparent interpretation of the asserted claims, as reflected in GREE’s
`infringement contentions to date. Supercell does not agree with GREE’s incomplete, ambiguous, and inadequate application of the
`asserted claims in those contentions. However, as detailed below, such application (to the extent that it can be reasonably ascertained)
`further renders each asserted claim invalid. Supercell further reserves its right to supplement these contentions based on further
`discovery, including any supplemental infringement contentions or any interrogatory response purporting to rebut these invalidity
`contentions provided by GREE.
`
`Additionally, Supercell notes that while certain potential obviousness arguments and combinations may be cited within these charts,
`such recitations are not exhaustive. As such, to the extent that any asserted claims are found not to be anticipated by Cho, Supercell
`reserves the right to argue that such non-anticipated claims are obvious over Cho alone, in view of any of the arguments raised within
`the charts, in view of any of the other prior art cited in Supercell’s cover pleading, or in view of prior art that may later become known
`to Supercell as part of the discovery process.
`
`
`
`1
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 1 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`
`
`’682 Patent claim 1
`
`1 Preamble: A method
`performed by a user terminal
`used by a first player, the
`method comprising:
`
`Cho
`
`Cho discloses a method performed by a user terminal used by a first player, the method.
`
`See, e.g., Cho at Abstract:
`
`Example systems and methods involve a video game system that has a touch sensitive display
`screen that can be used to supply inputs used in video game control. In one example system and
`method, a user or player draws movement patterns on the touch sensitive display screen. The
`drawn movement patterns are stored and a game object can be moved in accordance with a
`drawn movement pattern selected from the memory by the user.
`
`
`
`See, e.g., Cho at [0002]:
`
`This application describes various inputs to a touch screen of a game device that may be used,
`for example, to control game play.
`
`
`
`See, e.g., Cho at [0005]:
`
`In one example system and method, a user or player draws movement patterns on the touch
`sensitive display screen. The drawn movement patterns are stored and a game object can be
`moved in accordance with a movement pattern selected from the memory by the user. This
`example system and method can be applied by way of example without limitation to a football
`game in which a user can design and store plays involving various football player movements.
`
`
`
`See, e.g., Cho at [0006]:
`
`2
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 2 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`’682 Patent claim 1
`
`Cho
`
`In another example system and method, a user or player draws a movement pattern on the
`touch sensitive display screen and a game object is moved based a shape and a color of the
`drawn movement pattern. This example system and method can be applied by way of example
`without limitation to moving different game objects using the same movement pattern. For
`example, a first game object can be moved by drawing a movement pattern of a first color and
`a second game object can be moved by drawing a movement pattern of a second different
`color.
`
`
`
`See, e.g., Cho at [0020]:
`
`Referring to FIGS. 1 and 2, in an illustrative embodiment the game system 10 includes a main
`body 12 and a cover body 14 hingedly connected to each other along an upper edge of the main
`body 12 and a lower edge of the cover body 14 (references herein to terms such as “upper” and
`“lower” and “forward” and “rearward” are for ease of understanding and are made relative to
`an orientation of the game device where the cover body 14 is in an open position and the game
`is being held by a user in a normal operating position). Hinge elements 16, 18 and 20 on the
`main body 12 mesh with hinge elements 22 and 24 on the cover body, with a hinge pin (not
`shown) extending through the aligned hinge elements in conventional fashion. Note that
`because hinge elements 16, 18 and 20 extend from the upper (or inner) face 26 of the main
`body 12, the cover body 14 overlies the upper face 26 when the cover body 14 is closed over
`the main body. When the cover body 14 is in its fully open position, it is substantially parallel
`to the main body 12 but lies in a substantially parallel, offset plane. The main body 12 also has
`a lower (or outer) face 28 (FIG. 2) and a peripheral edge 30.
`
`
`
`See, e.g., Cho at [0052]:
`
`3
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 3 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`’682 Patent claim 1
`
`Cho
`
`These plays can be created advance and stored in memory for selection during the game or a
`new play can be created during the game to take into account a particular game situation. For
`example, FIGS. 9A and 9B show two plays in which paths with arrows on the end are drawn to
`move offensive players (indicated by circles). Similar plays may be developed in which
`defensive players are moved in accordance with paths drawn using the touchscreen. In other
`implementations, the touchscreen may be used to develop various offensive and defensive
`formations and paths may be drawn to move the players from these initial formations. When an
`offensive player chooses to use a particular formation (e.g., by selection of an offensive
`formation previously specified by that user and stored in memory or by drawing the formation
`on the touch screen), the game program may be configured to recognize the formation and
`select for, or suggest to, the defensive player a particular defensive formation from among
`various defensive formations previously specified by that user and stored in memory.
`
`
`
`See, e.g., Cho at [0062]:
`
`For example, in a squad-based military game, User 1 may want to show his teammates, User 2
`and User 3, where to position themselves in a field of play. User 1 presses a “Tactical Map”
`button in the game. This triggers the display of an overhead map on the screens of User 1, 2,
`and 3 as shown in (B) of FIG. 11. All users may then draw on this map using the touch screen
`32. User 1 may, for example, show User 2 where to go by drawing an arrow from User 2's
`current position (displayed on the map), to a target position as shown in (C) of FIG. 11. This
`touchpad and drawing information is communicated to the portable game systems of Users 2
`and 3 and the maps on their respective screens are updated to be same as the map on the
`touchscreen of User l's portable game system as shown in (D) of FIG. 11. In an example
`implementation (not shown in FIG. 11), User 2 may acknowledge receipt of the instructions to
`move to the target position by drawing a checkmark on the map at this position. This drawing
`would be seen by Users 1, 2, and 3.
`
`4
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 4 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`’682 Patent claim 1
`
`Cho
`
`
`
`See, e.g., Cho at [0063]:
`
`User 2 may then propose to further move from the target position designated by User 1 to
`another target position by drawing a path with an arrow on his/her touchscreen as shown in (E)
`of FIG. 11. Touchscreen and drawing information is transmitted from User 2's game system to
`the game systems of Users 1 and 3 and their touchscreens are updated to be the same as the
`map on the touchscreen of User 2's portable game system as shown in (F) of FIG. 11.
`
`
`
`See, e.g., Cho at Claim 1:
`
`1. A video game system comprising: a touch sensitive display screen on which a player draws
`movement patterns; a memory for storing the drawn movement patterns; and processing
`circuitry for moving a game object in accordance with a drawn movement pattern selected from
`the memory by a player.
`
`
`
`See, e.g., Cho at Claim 22:
`
`22. A video game system for use in a multi-player video game, the video game system
`comprising: a touch-sensitive display screen for displaying a map of a game world showing
`deployment of one or more game objects associated with a video game teammate and of one or
`more game objects associated with a video game opponent and for receiving tactical game data
`drawn on the displayed map; and communication circuitry for communicating at least the
`drawn tactical data to another video game system for display on a corresponding map displayed
`on the other video game system.
`
`5
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 5 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`’682 Patent claim 1
`
`
`
`Cho
`
`1a: transmitting first
`information to a server from
`the user terminal, the first
`information identifying a
`second player which is
`different from the first player
`and being designated by the
`first player,
`
`To the extent this limitation is not explicitly disclosed, Supercell responds that it is inherent or
`obvious. Moreover, it would have been obvious to one of ordinary skill in the art to modify this
`reference so as to include this claim limitation in light of the knowledge possessed by one of
`ordinary skill in the art. Further, this claim limitation would have been obvious in light of
`numerous other U.S. patents, U.S. patent publications, articles, and products available at the time
`the asserted patent was filed, and it would have been obvious to combine these references to a
`person of ordinary skill in the art. For example, see at least the corresponding claim elements in
`the respective charts, which are incorporated by reference as if fully set forth herein: Mastermind,
`Backyard Monsters, Cho, Farone, Kim, Sword of the Stars, Madden 25, FIFA 13, Gratuitous Tank
`Battles, JP 200.
`
`Cho discloses transmitting first information to a server from the user terminal, the first
`information identifying a second player which is different from the first player and being
`designated by the first player.
`
`See, e.g., Cho at Abstract:
`
`Example systems and methods involve a video game system that has a touch sensitive display
`screen that can be used to supply inputs used in video game control. In one example system and
`method, a user or player draws movement patterns on the touch sensitive display screen. The
`drawn movement patterns are stored and a game object can be moved in accordance with a
`drawn movement pattern selected from the memory by the user.
`
`
`
`See, e.g., Cho at [0002]:
`
`6
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 6 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`’682 Patent claim 1
`
`Cho
`
`This application describes various inputs to a touch screen of a game device that may be used,
`for example, to control game play.
`
`
`
`See, e.g., Cho at [0007]:
`
`In another example system and method, the touch-sensitive display screen can display a map of
`a game world showing deployment of one or more game objects associated with a video game
`teammate and of one or more game objects associated with a video game opponent. Tactical
`game data can be drawn on the map and communicated to another video game system for
`display on a corresponding map displayed on the other video game system. This example
`system and method can be applied by way of example without limitation to tactical games so
`that users or players can plan missions with teammates.
`
`
`
`See, e.g., Cho at [0020]:
`
`Referring to FIGS. 1 and 2, in an illustrative embodiment the game system 10 includes a main
`body 12 and a cover body 14 hingedly connected to each other along an upper edge of the main
`body 12 and a lower edge of the cover body 14 (references herein to terms such as “upper” and
`“lower” and “forward” and “rearward” are for ease of understanding and are made relative to
`an orientation of the game device where the cover body 14 is in an open position and the game
`is being held by a user in a normal operating position). Hinge elements 16, 18 and 20 on the
`main body 12 mesh with hinge elements 22 and 24 on the cover body, with a hinge pin (not
`shown) extending through the aligned hinge elements in conventional fashion. Note that
`because hinge elements 16, 18 and 20 extend from the upper (or inner) face 26 of the main
`body 12, the cover body 14 overlies the upper face 26 when the cover body 14 is closed over
`the main body. When the cover body 14 is in its fully open position, it is substantially parallel
`
`7
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 7 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`’682 Patent claim 1
`
`Cho
`
`to the main body 12 but lies in a substantially parallel, offset plane. The main body 12 also has
`a lower (or outer) face 28 (FIG. 2) and a peripheral edge 30.
`
`
`
`See, e.g., Cho at [0031]:
`
`FIG. 6 is an illustration showing an example internal configuration of the portable game system
`10. As shown in FIG. 6, the portable game system 10 includes a CPU (central processing unit)
`223, which is an example of a computer for executing the game program, and other
`components. The CPU 223 is connected to a work RAM (working storage unit) 224, a GPU
`(graphic processing unit) 222, and a peripheral circuit I/F (interface) 225. The work RAM 224
`is a memory for temporarily storing, for example, the game program to be executed by the CPU
`223 and calculation results of the CPU 223. The GPU 222 uses, in response to an instruction
`from the CPU 223, a VRAM 221 to generate a game image for display output to a first LCD
`(liquid crystal display unit) 211 and a second LCD 212, and causes the generated game image
`to be displayed on the first display screen 32 of the first LCD 211 and the second display screen
`88 of the second LCD 212. The peripheral circuit I/F 225 is a circuit for transmitting and
`receiving data between external input/output units, such as the touch panel 213, the operation
`keys 214, the loudspeaker 215, and the wireless communication circuit 216, and the CPU 223.
`The touch panel 213 (including a device driver for the touch panel) outputs coordinate data
`corresponding to a position input (specified) with the stylus 71. The wireless communication
`circuit 216 may be configured for wireless communication in accordance with any of various
`known wireless protocols such as Bluetooth; any type of 802.11 (Wi-Fi) protocol; HiperLAN/1
`protocol; HiperLAN/2 protocol; HomeRF protocol; etc. Although shown as a single block,
`wireless communication circuit 216 is intended to encompass arrangements in which two or
`more different protocols are usable or two or more different circuits (e.g., one for short-range
`communications such as WiFi and another for long-range communications using, for example,
`wireless telephone protocols) are provided. Of course, the example portable game system is not
`
`8
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 8 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`’682 Patent claim 1
`
`Cho
`
`limited to wireless communication and may alternatively or additionally include circuitry that
`provides a wired communication link, e.g., to an internet access point.
`
`
`
`See, e.g., Cho at [0031]:
`
`FIG. 6 is an illustration showing an example internal configuration of the portable game system
`10. As shown in FIG. 6, the portable game system 10 includes a CPU (central processing unit)
`223, which is an example of a computer for executing the game program, and other
`components. . . . The wireless communication circuit 216 may be configured for wireless
`communication in accordance with any of various known wireless protocols such as Bluetooth;
`any type of 802.11 (Wi-Fi) protocol; HiperLAN/1 protocol; HiperLAN/2 protocol; HomeRF
`protocol; etc. Although shown as a single block, wireless communication circuit 216 is
`intended to encompass arrangements in which two or more different protocols are usable or two
`or more different circuits (e.g., one for short-range communications such as WiFi and another
`for long-range communications using, for example, wireless telephone protocols) are provided.
`Of course, the example portable game system is not limited to wireless communication and
`may alternatively or additionally include circuitry that provides a wired communication link,
`e.g., to an internet access point.
`
`
`
`See, e.g., Cho at [0031]:
`
`The wireless communication circuit 216 may be configured for wireless communication in
`accordance with any of various known wireless protocols such as Bluetooth; any type of 802.11
`(Wi-Fi) protocol; HiperLAN/1 protocol; HiperLAN/2 protocol; HomeRF protocol; etc.
`Although shown as a single block, wireless communication circuit 216 is intended to
`encompass arrangements in which two or more different protocols are usable or two or more
`
`9
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 9 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`’682 Patent claim 1
`
`Cho
`
`different circuits (e.g., one for short-range communications such as WiFi and another for long-
`range communications using, for example, wireless telephone protocols) are provided. Of
`course, the example portable game system is not limited to wireless communication and may
`alternatively or additionally include circuitry that provides a wired communication link, e.g., to
`an internet access point.
`
`
`
`See, e.g., Cho at [0032]:
`
`To access the internet using the portable game system, wireless communication circuit 216
`may, for example, wirelessly connect to an internet access point. Such an access point may be
`in a public location (e.g., stores, malls, libraries, etc.) or may be in a user's home (e.g., a cable
`modem).
`
`
`
`See, e.g., Cho at [0051]:
`
`The inputting of such shapes, symbols and characters can be implemented in a wide variety of
`games. For example, in a football game, users can draw their own plays and have their teams
`execute those plays. For example, prior to each play, a map of the field may be drawn for all
`team users to see. One user may move players into formation by drawing their positions on the
`touchscreen, and drawing their selected movement pattern as well by drawing arrows on the
`touchscreen from their formation position to their target position. Once the ball is snapped, this
`information can be displayed for each player on the team—they can see in 3D view the arrow
`drawn for their target path.
`
`
`
`See, e.g., Cho at [0052]:
`
`10
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 10 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`’682 Patent claim 1
`
`Cho
`
`These plays can be created advance and stored in memory for selection during the game or a
`new play can be created during the game to take into account a particular game situation. For
`example, FIGS. 9A and 9B show two plays in which paths with arrows on the end are drawn to
`move offensive players (indicated by circles). Similar plays may be developed in which
`defensive players are moved in accordance with paths drawn using the touchscreen. In other
`implementations, the touchscreen may be used to develop various offensive and defensive
`formations and paths may be drawn to move the players from these initial formations. When an
`offensive player chooses to use a particular formation (e.g., by selection of an offensive
`formation previously specified by that user and stored in memory or by drawing the formation
`on the touch screen), the game program may be configured to recognize the formation and
`select for, or suggest to, the defensive player a particular defensive formation from among
`various defensive formations previously specified by that user and stored in memory.
`
`
`
`See, e.g., Cho at [0061]:
`
`FIG. 11 will be used to provide one example of how maps can be used in a multi-user tactical
`game. As noted above, it is advantageous for online gamers to be able to see a map of the
`online world in which they are playing that displays the real-time positions of teammates and
`opponents. As part of a chat or communication system for online games, one user may trigger
`the display of this map on all other users' screens so that he/she can visually communicate
`tactical information about game play in this world to the other users.
`
`
`
`See, e.g., Cho at [0062]:
`
`For example, in a squad-based military game, User 1 may want to show his teammates, User 2
`and User 3, where to position themselves in a field of play. User 1 presses a “Tactical Map”
`
`11
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 11 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`’682 Patent claim 1
`
`Cho
`
`button in the game. This triggers the display of an overhead map on the screens of User 1, 2,
`and 3 as shown in (B) of FIG. 11. All users may then draw on this map using the touch screen
`32. User 1 may, for example, show User 2 where to go by drawing an arrow from User 2's
`current position (displayed on the map), to a target position as shown in (C) of FIG. 11. This
`touchpad and drawing information is communicated to the portable game systems of Users 2
`and 3 and the maps on their respective screens are updated to be same as the map on the
`touchscreen of User l's portable game system as shown in (D) of FIG. 11. In an example
`implementation (not shown in FIG. 11), User 2 may acknowledge receipt of the instructions to
`move to the target position by drawing a checkmark on the map at this position. This drawing
`would be seen by Users 1, 2, and 3.
`
`
`
`See, e.g., Cho at [0063]:
`
`User 2 may then propose to further move from the target position designated by User 1 to
`another target position by drawing a path with an arrow on his/her touchscreen as shown in (E)
`of FIG. 11. Touchscreen and drawing information is transmitted from User 2's game system to
`the game systems of Users 1 and 3 and their touchscreens are updated to be the same as the
`map on the touchscreen of User 2's portable game system as shown in (F) of FIG. 11.
`
`
`
`See, e.g., Cho at [0065]:
`
`The map and/or drawn tactical data may be sent in real-time from the video game system of the
`user drawing on the map (i.e., while the user is drawing). Users may save in the memory of the
`video game system maps and/or drawn tactical data generated locally or received from other
`users. This enables users to review drawings made in the past (i.e., playback the drawing).
`Drawings may be selected, for example, from a menu displayed on a display screen of the
`
`12
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 12 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`’682 Patent claim 1
`
`Cho
`
`video game system. The drawings selected from memory may be further modified and
`communicated to other users.
`
`
`
`See, e.g., Cho at [0066]:
`
`In addition to storing the “drawing performances” on the user's own system (e.g., it gets stored
`there when they view it for the first time), it can be downloaded or streamed from a server that
`caches this data.
`
`
`
`See, e.g., Cho at [0068]:
`
`Generally speaking, the systems, methods, and techniques described herein may be
`implemented in digital electronic circuitry, computer hardware, firmware, software, or in
`combinations of these elements. Apparatus embodying these techniques may include
`appropriate input and output devices, a computer processor, and a computer program product
`tangibly embodied in a machine-readable storage device for execution by a programmable
`processor. A process embodying these techniques may be performed by a programmable
`processor executing a program of instructions to perform desired functions by operating on
`input data and generating appropriate output. The techniques may be implemented in one or
`more computer programs that are executable on a programmable system including at least one
`programmable processor coupled to receive data and instructions from, and to transmit data and
`instructions to, a data storage system, at least one input device, and at least one output device.
`Each computer program may be implemented in a high-level procedural or object-oriented
`programming language, or in assembly or machine language if desired; and in any case, the
`language may be a compiled or interpreted language. Suitable processors include, by way of
`example, both general and special purpose microprocessors. Generally, a processor will receive
`
`13
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 13 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`’682 Patent claim 1
`
`Cho
`
`instructions and data from a read-only memory and/or a random access memory. Storage
`devices suitable for tangibly embodying computer program instructions and data include all
`forms of volatile and non-volatile memory, including by way of example semiconductor
`memory devices, such as Erasable Programmable Read-Only Memory (EPROM), Electrically
`Erasable Programmable Read-Only Memory (EEPROM), and flash memory devices; magnetic
`disks such as internal hard disks and removable disks; magneto-optical disks; and Compact
`Disc Read-Only Memory (CD-ROM). Any of the foregoing may be supplemented by, or
`incorporated in, specially-designed ASICs (application-specific integrated circuits). The
`computer program instructions may also be provided as data signals embodied in a carrier wave
`or other propagation medium via a communication link (e.g., a modem or network connection).
`
`
`
`See, e.g., Cho at [0068]:
`
`The computer program instructions may also be provided as data signals embodied in a carrier
`wave or other propagation medium via a communication link (e.g., a modem or network
`connection).
`
`
`
`See, e.g., Cho at Claim 1:
`
`1. A video game system comprising: a touch sensitive display screen on which a player draws
`movement patterns; a memory for storing the drawn movement patterns; and processing
`circuitry for moving a game object in accordance with a drawn movement pattern selected from
`the memory by a player.
`
`
`
`See, e.g., Cho at Claim 22:
`
`14
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 14 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`’682 Patent claim 1
`
`Cho
`
`22. A video game system for use in a multi-player video game, the video game system
`comprising: a touch-sensitive display screen for displaying a map of a game world showing
`deployment of one or more game objects associated with a video game teammate and of one or
`more game objects associated with a video game opponent and for receiving tactical game data
`drawn on the displayed map; and communication circuitry for communicating at least the
`drawn tactical data to another video game system for display on a corresponding map displayed
`on the other video game system.
`
`
`
`See, e.g., Cho at Claim 23:
`
`23. The video game system according to claim 22, wherein the communication circuitry
`communicates the drawn tactical data in real-time to the other video game system.
`
`
`
`To the extent this limitation is not explicitly disclosed, Supercell responds that it is inherent or
`obvious. Moreover, it would have been obvious to one of ordinary skill in the art to modify this
`reference so as to include this claim limitation in light of the knowledge possessed by one of
`ordinary skill in the art. Further, this claim limitation would have been obvious in light of
`numerous other U.S. patents, U.S. patent publications, articles, and products available at the time
`the asserted patent was filed, and it would have been obvious to combine these references to a
`person of ordinary skill in the art. For example, see at least the corresponding claim elements in
`the respective charts, which are incorporated by reference as if fully set forth herein: Mastermind,
`Cho, Farone, JP 200, Backyard Monsters, Cho, Farone, Kim, Madden 25, Gratuitous Tank Battles,
`Sword of the Stars, FIFA 13.
`
`1b: the server receiving second
`information from another user
`
`Cho discloses the server receiving second information from another user terminal executing a
`game, the second information being associated with the second player and the second information
`
`15
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 15 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`’682 Patent claim 1
`
`terminal executing a game, the
`second information being
`associated with the second
`player and the second
`information indicating types
`and positions of at least one of
`a set of game contents
`arranged within at least a part
`of a game space; and
`
`Cho
`
`indicating types and positions of at least one of a set of game contents arranged within at least a
`part of a game space.
`
`See, e.g., Cho at Abstract:
`
`Example systems and methods involve a video game system that has a touch sensitive display
`screen that can be used to supply inputs used in video game control. In one example system and
`method, a user or player draws movement patterns on the touch sensitive display screen. The
`drawn movement patterns are stored and a game object can be moved in accordance with a
`drawn movement pattern selected from the memory by the user.
`
`
`
`See, e.g., Cho at [0002]:
`
`This application describes various inputs to a touch screen of a game device that may be used,
`for example, to control game play.
`
`
`
`See, e.g., Cho at [0004]:
`
`The systems and methods described herein involve a video game system that has a touch
`sensitive display screen that can be used to supply inputs used in video game control.
`
`
`
`See, e.g., Cho at [0005]:
`
`In one example system and method, a user or player draws movement patterns on the touch
`sensitive display screen. The drawn movement patterns are stored and a game object can be
`moved in accordance with a movement pattern selected from the memory by the user. This
`
`16
`
`Patent Owner Gree, Inc.
`Exhibit 2006 - Page 16 of 237
`
`
`
`Exhibit G-3: U.S. Patent No. 10,335,682 to U.S. Patent Application 2007/0105626 (“Cho”)
`
`’682 Patent claim 1
`
`Cho
`
`example system and method can be applied by way of example without limitation to a football
`game in which a user can design and store plays involving various football player movements.
`
`
`
`See, e.g., Cho at [0006]:
`
`In another example system and method, a user or player draws a movement pattern on the
`touch sensitive display screen and a game object is moved based a shape and a color of the
`drawn movement pattern. This example system and method can be applied by way of example
`without limitation to moving different game objects using the same movement pattern. For
`example, a first game object can be moved by drawing a movement pattern of a first color and
`a second game object can be moved by drawing a movement pattern of a second different
`color.
`
`
`
`See, e.g., Cho at [0007]:
`
`In another example system and method, the touch-sensitive display screen can display a map of
`a game world showing deployment of one or more game objects associated with a video game
`teammate and of one or more game obje