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Aristocrat Technologies Australia Pty Limited v Commissioner of Patents [
2020] FCA 778
(5 June 2020)
Last Updated: 5 June 2020
FEDERAL COURT OF AUSTRALIA
Aristocrat Technologies Australia Pty
Limited v Commissioner of Patents
[2020] FCA 778 
Appeal from:
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File number:
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Judge:
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Date of judgment:
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Catchwords:
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PATENTS – manner of manufacture
– electronic gaming machines – innovation patent for electronic
gaming machines and methods
for providing feature games – appeal from a
decision of the Commissioner of Patents determining the claims were not to a
manner
of manufacture within the meaning of s 18(1)(a) of the Patents Act
1990 (Cth) – approach to characterising the claimed inventions –
whether claims are to mere ideas – appeal allowed
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Legislation:
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Intellectual Property Laws Amendment (Raising
the Bar) Act 2012 (Cth)
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Cases cited:
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Neurizon Pty Ltd (ACN 077 012 376) v LTH Consulting and Marketing
Services Pty Ltd (ACN 061 363 139) [2002] FCA 1547; 58 IPR 93
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2 – 4 September 2019, 3 – 4 February 2020
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Date of last submission:
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28 May 2020
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Registry:
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New South Wales
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Division:
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General Division
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National Practice Area:
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Intellectual Property
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Sub-area:
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Patents and Associated Statutes
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Category:
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Catchwords
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Number of paragraphs:
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106
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Counsel for the Appellant:
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Mr D. Shavin QC with Mr P. Creighton-Selvay and Mr
W. Wu
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Solicitor for the Appellant:
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Gilbert + Tobin
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Counsel for the Respondent:
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Mr C. Dimitriadis SC with Ms E. Whitby
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Solicitor for the Respondent:
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Australian Government Solicitor
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ORDERS
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ARISTOCRAT TECHNOLOGIES AUSTRALIA PTY LIMITED
(ACN 001 660 715) Appellant
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AND:
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COMMISSIONER OF PATENTSRespondent
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THE COURT ORDERS THAT:
- The
parties confer and provide to chambers, by 19 June 2020:
(a) draft short minutes as to the appropriate form of
orders giving effect to these reasons, with any areas of disagreement marked
up;
and
(b) any submissions directed to those areas of disagreement (of no more than 3
pages), and indicating whether they contend a further
hearing is
appropriate.
REASONS FOR
JUDGMENT
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[1]
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[1]
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[4]
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[10]
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[10]
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[13]
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[22]
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[25]
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[29]
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[46]
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[47]
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[69]
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[70]
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[75]
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[83]
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BURLEY J:
1. INTRODUCTION
1.1 Background
- In
this case the central question is whether a claim to an electronic gaming
machine (EGM), which includes a combination of physical parts and
computer software to produce a particular outcome in the form of gameplay,
is a
manner of manufacture within s 18(1A)(a) of the Patents Act
1990 (Cth). The appellant, Aristocrat Technologies Australia Pty
Limited, is part of the Aristocrat Leisure Limited group of companies, one of
the largest gaming services
providers in the world, and a manufacturer of EGMs.
Four innovation patents owned by Aristocrat are in issue. Each was
granted, and the Commissioner of Patents was asked to examine them
pursuant to s 101A of the Patents Act. On 5 July 2018 a delegate
of the Commissioner found that none of the claims in any of the innovation
patents was a manner of manufacture: Aristocrat Technologies Australia Pty
Limited [2018] APO 45. In his concluding observations, the delegate said
that there was no substance in the inventions claimed in any of the patents;
they
were simply for games and the game rules of gaming machines which are to be
considered schemes (at [67]).
- Aristocrat
appeals from that decision pursuant to s 101F(4) of the Patents Act. It
is not an appeal in a strict sense but a proceeding in the original jurisdiction
of the Court which is conducted as a hearing
de novo: Commissioner of
Patents v Sherman [2008] FCAFC 182; 172 FCR 394 at [18] (Heerey, Kenny and
Middleton JJ). Aristocrat has filed extensive evidence from lay and expert
witnesses. The Commissioner has a right
to appear and be heard on the appeal
pursuant to s 159 of the Patents Act, and has done so. She has filed
evidence in answer and participated as a party to the proceeding.
- For
the reasons set out below, I find that the appeal should be allowed. In my view
the delegate’s analysis failed at the threshold,
because the subject
matter of the claims in each of the patents is not a mere scheme.
1.2 The innovation patents
- The
innovation patents in suit commenced as divisional applications and form
part of a patent family tree described in the decision of the delegate at [8].
Each was ultimately divisional from patent number 2015210489, which was filed on
10 August 2015. After each was filed, it was granted,
an examination was
requested and an adverse examination report was issued. Aristocrat requested a
hearing in respect of each. The
delegate then delivered his adverse findings.
- The
patents in suit are:
(a) innovation patent number 2016101967
entitled “A system and method for providing a feature game” (967
patent);
(b) innovation patent number 2017101097 entitled “A gaming machine and
method for providing a feature game” (097 patent);
(c) innovation patent number 2017101098 entitled “A gaming machine and
method for providing a feature game” (098 patent); and
(d) innovation patent number 2017101629 entitled “A system and method for
providing a feature game” (629
patent).
- Each
has a priority date of 11 August 2014.
- The
version of the Patents Act applicable to the patents is that which
follows the commencement of the Intellectual Property Laws Amendment (Raising
the Bar) Act 2012 (Cth).
- The
parties have helpfully agreed that the specification of the 967 patent is
sufficiently similar to the specifications of the other
patents for the 967
patent to be used for the purpose of analysis. They also agree that if claim 1
of the 967 patent is a manner
of manufacture, then so too are the rest of the
claims in all of the patents in suit. Aristocrat contends that if none of claims
1, or 5 (when dependent on claims 1, 3 and 4) of the 967 patent, claim 5 (when
dependent on claim 1) of the 629 patent or claim 1
of the 097 patent are found
to be for an invention that is a manner of manufacture, then none of the claims
of any of the patents
will satisfy that requirement. If some, but not all of
those claims are for a manner of manufacture, then the Commissioner and
Aristocrat
seek leave to advance further arguments as to the validity of the
balance of the claims.
- For
present purposes it has been necessary to consider only claim 1 of the 967
patent.
2. THE EVIDENCE
2.1 The lay evidence
- Mark
Dunn has since 2011 been the Executive Vice President and General Counsel of
Aristocrat Leisure Limited, the parent company of Aristocrat.
He gives evidence
that the Aristocrat group of companies was founded in 1953 and is now one of the
largest gaming services providers
in the world. Aristocrat Leisure Limited is
included in the ASX “Top 30” companies. He says that its business
and success
is focussed on innovation in the gaming industry, in which it
invested over $400 million in Australia in 2018. He also gives evidence
that
the “Lightning Link” product, a linked progressive jackpot machine
with many different themed games, is currently
Aristocrat’s highest
revenue-producing game in Australia. He was not cross-examined.
- Nicholas
George Mountfort is a patent attorney who since 2003 has been a principal at
Griffith Hack. He has been engaged by Aristocrat and its related entity
Aristocrat Technologies, Inc. since 2006 and is responsible for managing the
patent portfolio of those companies. He gives evidence
that Aristocrat, as at 26
February 2019, had 611 granted standard patents in force in Australia, and that
in the period from 1999
until 2018, Aristocrat has been granted or had certified
700 patents. He exhibits a sample of Aristocrat’s granted patents
to
demonstrate that they are similar to those under present consideration. He says
that Aristocrat’s Lightning Link product
is an embodiment of several of
the claims of the patents in suit, including claim 1 of the 967 patent. He also
gives evidence that
over 950 similar gaming patents have been granted to
Aristocrat’s competitors (IGT, Konami, Aruze and Scientific Games). Mr
Mountfort was not cross-examined.
- John
Dominic Lee is a partner of Gilbert + Tobin lawyers and the solicitor for
Aristocrat. He exhibits Part 2.9 of the current and past versions of
the
Australian Patent Office’s Manual of Practice and Procedure, which
concerns manner of manufacture, and also exhibits an
internal document produced
by the Commissioner entitled “Examination Practice following the High
Court decision in D’Arcy v Myriad Genetics Inc”. He was not
cross-examined.
2.2 The gaming experts
- David
Anthony Little has been a Director of Game Design at Lightning Box Games Pty
Ltd since 2004. He obtained a Bachelor of Business majoring in accounting
from
Charles Sturt University in New South Wales in 1992. He began to work as a game
designer at Olympic Video Gaming Pty Ltd in
early 1994, where he designed about
30 games. In 1998 he was employed by IGT Australia Pty Ltd, where he worked as
lead game designer
on about 8 games. In 1999 he co-founded Gameworks
International Pty Ltd, an independent third party supplier of EGMs to the gaming
industry, where his role was the conception of the theme, development of the
mathematics and promotion of games in order to have
various games achieve
regulatory approval and release into the market. In December 2004 he co-founded
Lightning Box Games Pty Ltd,
where he has been in a similar role. Since then he
has developed about 60 games, all with varying types of feature games, jackpots
or unique reel types. He has developed his knowledge of mathematics for EGMs and
online games and has researched games on the market.
Although not a computer
software programmer, he has a basic knowledge of software engineering and works
closely with software engineers.
- Mr
Little was retained by the solicitors for Aristocrat and gives evidence of game
design industry knowledge, in particular with respect
to the state of knowledge
concerning EGMs as at the priority date. He gives evidence of the process of the
design of an EGM, which
in his view typically involves a game
designer/mathematician, an artist, a sound composer, one or more software
engineers and quality
assurance people. Mr Little also provides a review of the
patents, and comments on what he considers to be the “technical aspects
of
the inventions” the subject of the patents, which he says he had not
encountered before the priority date. In his second
affidavit, Mr Little gives
evidence in response to the gaming experts called by the Commissioner. He also
participated in the provision
of a joint expert report with the other gaming
experts and gave oral evidence concurrent with those experts, during which he
was
cross-examined.
- Matthew
William Deitz has since February 2016 been engaged in the position of Game
Design Tech Lead at High Roller Gaming Pty Ltd. In 2010 he was awarded
a
Bachelor of Science from the University of Western Sydney majoring in
mathematics. In January 2011 he was employed in the graduate
program at
Aristocrat. In Mid-2012 he commenced employment at Konami Australia Pty Ltd, a
gaming machine manufacturer, as a game
designer where he worked on new game
development, ports and associated mathematical modelling.
- Mr
Deitz was retained by the solicitors for Aristocrat and gives evidence that he
first became aware of Aristocrat’s “Lightning
Link” suite of
games in 2014, meaning that he is familiar with the use of a game structure and
concept that was used in several
different games, each with a different theme.
He also gives evidence about what he considers to be the “technical
contributions”
of the 967 patent and concerning the significance of the
mathematics used in Lightning Link. In his second affidavit, Mr Dietz gives
evidence in response to the gaming experts called by the Commissioner. He also
participated in the provision of a joint expert report
with the other gaming
experts and gave oral evidence concurrent with those experts, during which he
was cross-examined.
- Mark
Nicely obtained a Bachelor of Science (Computer and Systems Engineering)
from the Rensselaer Polytechnic Institute in New York in 1983. From
1997 until
1999, he was the Director of Gaming Mathematics at Silicon Gaming in California.
From 2001 to 2005 he was in a gaming
designer director role at Wagerworks in
California, before it was taken over by IGT, the world’s largest gaming
machine manufacturer,
in 2005. Mr Nicely worked at IGT part-time until 2014 and
also did gaming consultancy work. Since 2014 he has worked as a full-time
consultant. Mr Nicely has been named as an inventor on over 180 gaming-related
patents, of which at least 150 are for EGM systems.
- Mr
Nicely was retained by the solicitors for the Commissioner. In his written
evidence he responds to the evidence of Mr Little and
Mr Dietz. He joined with
them and Mr Yorg in the preparation of a joint expert report and was
cross-examined during the course of
giving concurrent evidence with them.
- Michael
Yorg obtained a Bachelor of Science (Computer Science) from California
Polytechnic State University in San Luis, California in 2000. From
2005 to 2016
he worked at IGT in San Francisco in a number of different roles with a heavy
focus on EGM game implementation, including
the design and development of
software for EGMs. Those roles included game engineer, Lead Game Engineer in
Interactive Game Engineering,
Manager then Senior Manager of Interactive Game
Engineering, Game Studio Director and Senior Manager of Interactive R&D.
From
2016 to 2018 he was the Director of Server Engineering at Skillz in San
Francicso, an online mobile multiplayer competition platform.
- Mr
Yorg was retained by the solicitors for the Commissioner, and gives evidence
about his knowledge of EGMs, and what he considers
to be the substance of the
invention in the patents. He responds to the evidence of Mr Little and Mr Deitz
and joined with them and
Mr Nicely in the preparation of a joint expert report
and was cross-examined during the course of giving concurrent evidence with
them.
- Mr
Little, Mr Deitz, Mr Nicely and Mr Yorg are referred to as the gaming
experts.
2.3 The Human Computer Interaction Experts
- Andrew
Jeremy Gavin Cockburn has since 2009 been a Professor in the Department of
Computer Science and Software Engineering at the University of Canterbury in
Christchurch. He is an expert in the field of Human Computer Interaction
(HCI) which is a multidisciplinary field of study focussing on the design
of computer technology, in particular on the interaction between
humans (the
users) and computers. He was retained by the solicitors for Aristocrat. In his
evidence he describes the HCI field and
what he regards to be the three main
goals for that field, being learnability, efficiency and subjective
satisfaction. He reviews
the patents and gives evidence of the matters disclosed
which are likely in his opinion to have an impact on player experience, in
particular the player’s engagement with the EGM and the entertainment
derived from its use. He further gives evidence of the
characteristics exhibited
in the patents that are relevant to learnability and subjective satisfaction.
Professor Cockburn was supplied
with the affidavits of Mr Deitz and Mr Little
and identifies where in their evidence he perceives to be an overlap with the
HCI principles
that he has identified. He also provides affidavit evidence in
response to the evidence of Professor Billinghurst, with whom he prepared
a
joint expert report. He was cross-examined during the course of giving
concurrent evidence with Professor Billinghurst.
- Mark
Billinghurst has since 2015 been Professor of Human Computer Interaction
within the School of Information Technology and Mathematical Sciences
at the
University of South Australia, and since 2018 has also been a Professor at the
University of Auckland. He was retained by
the solicitors for the Commissioner
and gives evidence in response to that of Professor Cockburn, and joined with
him in the preparation
of a joint expert report and participated in giving
concurrent evidence with him during which he was cross-examined.
- Mr
Cockburn and Mr Billinghurst are referred to as the HCI
experts.
2.4 The joint expert reports
- The
gaming experts produced a joint report directed to the consideration of a number
of questions that were the subject of varying
levels of disagreement between
them in their written evidence. The first question sought to elicit evidence as
to the extent that
each expert considered that “features of the inventions
claimed in the patents” were included in listed, known EGMs as
at the
priority date. The second question asked the experts to indicate what
contributions or advantages (if any) were conferred
by the inventions claimed in
the patents having regard to those listed EGMs as at the priority date. The
third invited the experts
to give their opinion as to what is the
“substance” of the invention claimed in the patents.
- The
HCI experts also produced a joint report. In it, they were asked and responded
to three questions. First, to identify what interface
design elements are
prescribed in the patents. Secondly, to indicate to what extent, if at all,
those design elements are likely
to increase learnability, subjective
satisfaction, and user engagement. Thirdly, to indicate what contributions, if
any, are made
by the inventions claimed to the field of HCI generally, and HCI
with EGMs, as at the priority date.
- Each
of the experts did their best to assist the Court in the provision of their
written and oral evidence. However, as the Full Court
explains in
Commissioner of Patents v Rokt [2020] FCAFC 86 at [71] –
[73] and [85], the role of expert evidence in construing the specification and
also in considering the question of manner
of manufacture is limited. In
relation to the former, it is to place the Court in the position of the person
acquainted with the
surrounding circumstances as to the state of the art and
manufacture as at the priority date: Kimberly-Clark Australia Pty Ltd v Arico
Trading International Pty Ltd [2001] HCA 8; 207 CLR 1 at [24];
D’Arcy v Myriad Genetics [2015] HCA 35; 258 CLR 334
at [12]. Typically, the Court will read the specification with the benefit of
expert evidence as to the meaning of words that are terms of
art, or with an
explanation of technical concepts relevant to the understanding of the invention
as described and claimed. The question
of construction remains with the Court:
Rokt at [73]. In relation to the latter, the task of construing the
specification involves arriving at a characterisation of the invention
claimed
in order to determine whether or not it is in substance a manner of manufacture.
That involves the application of the common
law principles developed to separate
patentable inventions from schemes or methods of business, which is an issue to
be determined
by the Court, and not the evidence of an expert, who necessarily
will not be familiar with those principles: Rokt at [85].
- As
a consequence of these matters, much of the evidence given by the experts was
extraneous to the real dispute between the parties.
3. THE AGREED COMMON GENERAL KNOWLEDGE
- The
parties agreed that the following represented part of the state of the common
general knowledge as at the priority date of the
patents.
Components and Features of an EGM
- At
August 2014, an EGM was a physical device that was available for sale to
licenced venues such as casinos, hotels and clubs. EGMs
typically consisted of:
(a) a central display area or screen that
displays the game(s) to be played and other game-related information (for
example, prizes
won and available credits);
(b) relative to the central display area or screen, upper and/or lower display
areas of screens that display various information
about the game in the cabinet,
including the name of the game, the supplier and other pertinent information;
(c) a random number generator;
(d) a game controller which controlled gameplay by executing software stored in
memory;
(e) buttons for user interaction, either touch screen or physical buttons;
(f) a credit input mechanic, being either a cash note input or ticker reader;
(g) a coin out or ticket out mechanic;
(h) artwork featured above the display in digital form as well as artwork in
hardcopy on the belly of the EGM; and
(i) speakers to play music, sound effects and announcements.
- In
2014, although most EGMs comprised certain core physical or hardware components,
such as those described above, including computer
components, they were
distinguished from each other by the way in which features were introduced to
utilise the physical or hardware
components to provide different products that
would engage and entertain users in different ways.
Reels
- At
August 2014, an EGM commonly consisted of five reels of symbols being displayed,
each of which spun vertically and stopped at random
positions. The concept of
the “reel” evolved from the old mechanical games where there was
physically a reel carrying
a fixed number of symbols displayed in an area
showing three symbols on each reel at a time. The symbols were arranged on the
reels
in a fixed order. The player won or lost depending upon the appearance of
predefined symbol combinations and/or particular types
of symbols, such as
scatters (which provide an award wherever they appear) or wilds (which
substitute for other ordinary symbols).
- Until
the 1980s, EGMs used mechanical or electro-mechanical technologies. In these,
the different symbols were usually printed in
a specified order on strips fixed
to the circumferential surface of the reels. An image of an example of reels of
this type of mechanical
and electro-mechanical reels is below:

- The
number of possible combinations of symbols in EGMs using mechanical or
electro-mechanical technologies was limited by the size
of the reels and the
strips of symbols that fit them.
- In
the 1980s, EGMs started using electronics, including computers, electronic
circuitry and electronic display screens such as video
displays. In these, the
different symbols appear on the electronic display in the same way as
traditional spinning reels although
they are in fact virtual reels or video
reels. The number and distribution of the symbols on the virtual reel strips is
part of the
design of the game that is ultimately reflected in the game
software.
- The
five reels of symbols commonly found in EGMs in 2014 were generally arranged so
that the symbols were displayed in a grid or matrix
following the completion of
a spin. In identifying the symbols in such a grid or matrix, each vertical line
of symbols was a column
referred to as a reel and each horizontal line of
symbols was often referred to as a row. For example, in the following grid or
matrix
of symbols, the columns are reels numbered 1 to 5 and the rows are
designated A to C:

- The
number of possible combinations of symbols in an EGM using virtual or video
reels is in principle unlimited.
Win Lines on EGMs
- EGMs
function by a player inserting credits, in the form of money or some other form
of payment, which allows for play to commence.
A player is able to select the
value of each bet he or she is prepared to make. A win is evaluated by having
regard to the amount
wagered and to occurrences of a winning symbol combination
on predefined lines (also known as pay lines or win lines). A player can
choose
to place a wager to cover one or more win lines.
- At
August 2014, an EGM’s reel strips defined the set order in which symbols
will appear on the various reels, based on the randomly
selected stop location
generated for each of the five individual reels. Each of the five reels was
independent from the other reels,
and the strips of symbols that appeared on one
reel could be the same or different to the symbols that appeared on the other
reels
within that same game, depending upon the design of the reel strips. The
specific number of given symbols (the “weighting”
of symbols in
comparison to other symbols on the reel) makes certain combinations more or less
likely to be generated upon a random
spin than other combinations.
- The
total number of symbols on a given reel is used to define its “reel strip
order”, the order of symbols from stop position
0 (or stop position 1) to
stop position (n), being defined by the game designer and comprising all symbols
that may appear on the
reel. Theoretically, there is no limit on the number of
symbols on a reel, though in practice limits arise for ease of game design.
- Therefore,
at August 2014, a virtual reel strip had nominal stop positions. Each stop
position corresponded to a symbol. The total
number of symbols (i.e. stop
positions) was the “reel strip order” from stop position 0 or 1 to
stop position (n). The
composition of symbols on each reel strip (i.e. what
symbol is allocated to each stop position) was determined by the game designer.
- At
August 2014, a random number generator was used to determine the stop position
for symbols on virtual reels. A stop position is
independently determined for
each of the five reel strips. The stop position of one reel strip did not affect
the stop position of
any other reel strip.
- There
were, at August 2014, numerous win lines that could be wagered, and the grid of
symbols was used to determine whether appropriate
winning combinations had been
formed on these win lines. Winning combinations could also be formed if a
certain symbol appeared anywhere
in the grid (without reference to win lines).
These are commonly called “scatter” symbols and were common in most
EGMs
at August 2014. EGMs often had different bonus triggering events or award
payouts based on the quantity of scatter symbols of the
same type. For example,
three scatter symbols could pay 100 credits while four scatter symbols could pay
250 credits.
- Since
the introduction of gaming machines using electronics, different ways of
stimulating player interest became common, especially
through the use of free
games, bonus games or secondary games in addition to the main or base game. A
common way for players to qualify
for these features was for them to be awarded
when a specific symbol (including, for example, a scatter symbol) or a
particular combination
of symbols appeared in the main or base game when played.
The use of scatter symbols was a typical means to trigger such
features.
Regulatory standards
- The
gaming industry in Australia is (and was at August 2014) regulated by
state-based authorities. There were, at August 2014, a set
of national standards
that apply to EGMs, the “Australia New Zealand Gaming Machine National
Standard”. These regulated the minimum return to player. This
is the theoretical proportion of money that must be returned to players over the
entire lifecycle of a particular EGM.
4. THE 967 PATENT
- The
principles applicable to the construction of the specification and the claims
are not in dispute, and do not require repetition.
They are succinctly
summarised in Jupiters Ltd v Neurizon Pty Ltd [2005] FCAFC 90; 222 ALR
155 at [67] (Hill, Finn and Gyles JJ) and Décor Corporation Pty Ltd v
Dart Industries Inc [1988] FCA 682; 13 IPR 385 at 400.
4.1 The specification
- The
967 patent is entitled “A system and method for providing a feature
game”. The field of the invention is said to relate
to a gaming system and
a method of gaming. The “Background to the Invention” states (page 1
lines 12 – 17):
In existing gaming systems, feature games may be
triggered for players in addition to the base game. A feature game gives players
an additional opportunity to win prizes, or the opportunity to win larger
prizes, than would otherwise be available in the base game.
Feature games also
offer altered game play to enhance player enjoyment.
A need exists for alternative gaming systems.
- The
“Summary of the Invention” contains a consistory clause in the same
terms as independent claim 1 (reproduced in section
3.2 below) and dependent
claims 2 – 5. There follows a brief description of figures 1 – 10B.
Thereafter the “Detailed
Description of a Preferred Embodiment of the
Invention” commences with an overview (page 3 lines 17 – 30) by
reference
to a game structure as follows:
Referring to the drawings, there are shown example
embodiments of gaming systems having components which are arranged to implement
a base game, from which may be triggered a feature game. In these embodiments,
symbols are selected from a set of symbols comprising
a plurality of
configurable symbols and non-configurable symbols. The gaming system
incorporates a mechanism that enables the symbols
to be configured. In one
example, the gaming system is configured so that a feature game is triggered
when six of the configurable
symbols are selected for display. The invention is
not limited to triggering a feature game only when six configurable symbols are
selected, however. In other embodiments, any number of configurable symbols may
trigger the feature game.
Furthermore, each of the configurable symbols comprises a variable portion which
is indicative of the value of a prize. When the
feature game is triggered, the
player is guaranteed to win the accumulated value of the prizes indicated by the
variable portions
of the configurable symbols.
- An
embodiment of a “configurable symbol” is later described in more
detail, by reference to figures 9A – C (set
out below) as being a symbol
that includes a common component and a variable component.

- The
common component in figures 9A – C is the pearl 902 and the variable
component is the indicia 904 overlaying the pearl.
In this example the indicia
numerals on the pearls directly indicate the value of the prize, but in others
they may indirectly do
so, for example by referring to “major” or
“minor”, or the prize may be represented by an icon such as a
representation of a car.
- After
the overview, the specification identifies the “General construction of
[the] gaming system”. In this part of the
specification the EGM
architecture is described. The specification says that gaming systems can take a
number of different forms.
One is a “standalone gaming machine”
where all or most of the components required for implementing the game are
present
in a player operable EGM. In another form, a distributed architecture is
provided where some of the components required are present
in a player operable
EGM and others are located remotely, such as by being networked to a gaming
server.
- Figure
1 is a block diagram of the core components of a gaming system:

The specification at page 4 lines 15 – 24 says of these
components:
Irrespective of the form, the gaming system 1 has
several core components. At the broadest level, the core components are a player
interface 50 and a game controller 60 as illustrated in Figure 1. The player
interface is arranged to enable manual interaction between
a player and the
gaming system and for this purpose includes the input/output components required
for the player to enter instructions
to play the game and observe the game
outcomes.
Components of the player interface may vary from embodiment to embodiment but
will typically include a credit mechanism 52 to enable
a player to input credits
and receive payouts, one or more displays 54, a game play mechanism 56 including
one or more input devices
that enable a player to input game play instructions
(e.g. to place a wager), and one or more speakers 58.
- It
may be seen that by having a credit input mechanism, a game play mechanism,
speakers and displays, the EGM provides an interactive
means of playing a game.
That means is computerised having regard to the functions performed by the
processor 62 and memory 64. The
EGM is a device of a particular construction,
known and recognised by those in the art. The specification describes the
operation
of the machine at page 4 lines 26 – 38 as follows:
The game controller 60 is in data communication with the
player interface and typically includes a processor 62 that processes the
game
play instructions in accordance with game play rules and outputs game play
outcomes to the display. Typically, the game play
rules are stored as program
code in a memory 64 but can also be hardwired. Herein the term
“processor” is used to refer
generically to any device that can
process game play instructions in accordance with game play rules and may
include: a microprocessor,
microcontroller, programmable logic device or other
computational device, a general purpose computer (e.g. a PC) or a server. That
is a processor may be provided by any suitable logic circuitry for receiving
inputs, processing item in accordance with instructions
stored in memory and
generating outputs (for example on the display). Such processors are sometimes
also referred to as central processing
units (CPUs). Most processors are general
purpose units, however, it is also known[n] to provide a specific purpose
processor using
an application specific integrated circuit (ASIC) or a filed
programmable gate array (FPGA).
- A
gaming system in the form of a standalone EGM is depicted in Figure 2 as
follows:

- The
relevant features are a console 12 having a display 14 on which are displayed
representations of a game 16 in the form of a video
display unit, liquid crystal
display plasma screen or the like. The bank of buttons 22 enables a player to
interact during gameplay.
There is a credit input mechanism 24, and the top box
26 may carry artwork 28 with pay tables and details of bonus awards.
- The
operative components of a typical EGM are depicted in Figure 3 (not shown), and
are described as including a game controller containing
a processor mounted on a
circuit board. Instructions and data to control operation of the processor are
stored in a memory (volatile
or non-volatile), which is in data communication
with the processor. Hardware meters are included for the purposes of ensuring
regulatory
compliance and monitoring player credit. A random number generator
module generates random numbers for use by the processor. The
specification
observes that persons skilled in the art “will appreciate that the
reference to random numbers includes pseudo-random
numbers”.
- The
game controller includes an input/output interface for communicating with
peripheral devices including displays, a touch screen,
credit input and output
means and a printer. The EGM may include a communications interface such as a
network card which may send
status information, accounting information or other
information to a bonus controller, central controller, server or database and
receive data or commands from one or more of these.
- At
page 6 lines 6 – 17 the specification states:
In the example shown in Figure 3, a player interface 120
includes peripheral devices that communicate with the game controller 101
including one or more displays 106, a touch screen and/or buttons 107 (which
provide a game play mechanism), a card and/or ticket
reader 108, a printer 109,
a bill acceptor and/or coin input mechanism 110 and a coin output mechanism 111.
Additional hardware may
be included as part of the gaming machine 100, or
hardware may be omitted as required for the specific implementation. For
example,
while buttons or touch screens are typically used in gaming machines to
allow a player to place a wager and initiate a play of a
game any input device
that enables the player to input game play instructions may be used. For
example, in some gaming machines a
mechanical handle is used to initiate a play
of the game. Persons skilled in the art will also appreciate that a touch screen
can
be used to emulate other input devices, for example, a touch screen can
display virtual buttons which a player can “press”
by touching the
screen where they are displayed.
- Figure
4 (not shown) shows the main components of an exemplary memory containing RAM,
EPROM and a mass storage device.
- In
one embodiment a server remote from the EGM implements part of the game and the
EGM implements another part of the game, thereby
the server and machine
collectively providing a game controller. A database management server may
manage storage of game programs
and associated data for downloading or access by
the gaming devices. This is referred to in the specification as a “thick
client
embodiment”.
- In
a “thin client embodiment” as described in the specification, the
remote game server implements most or all of the
game and the EGM essentially
only provides the player interface.
- The
specification explains that other client/server architectures are possible and
that further details are provided by reference
to two other patents, which are
incorporated by reference into the specification. The person skilled in the art
“will appreciate
that in accordance with known techniques, functionality
at the server side of the network may be distributed over a plurality of
different computers”.
- The
specification then provides further details of the gaming system by reference to
its operation in the placing of a wager in order
to play a game:
The player operates the game play mechanism 56 to
specify a wager and hence the win entitlement which will be evaluated for this
play
of the game and initiates a play of the game. Persons skilled in the art
will appreciate that a player’s win entitlement will
vary from game to
game dependent on player selections. In most spinning games, it is typical for
the player’s entitlement to
be affected by the amount they wager and
selections they make (i.e. the nature of the wager).
- The
specification states that in Figure 6 (below) the processor 62 of game
controller 60 of gaming system 1 is shown implementing
a number of modules based
on game program code 641 stored in memory 64. It says that “persons
skilled in the art will appreciate
that various...modules could be implemented
in some other way, for instance by a dedicated circuit”. In Figure 6
block 50
is the player interface:

- Figure
7 provides a flow chart of a sequence of steps and decisions made during the
course of a base game with a feature game that
may be triggered. It is
unnecessary to reproduce it here. Suffice to say that it, and the text that
accompanies it, describe the
steps whereby a base game is commenced using
symbols that include configurable symbols. When a trigger event occurs, which
may be
when a certain number of configurable symbols appear on the display, a
free feature game is initiated whereupon the configurable
symbols are held in
their display positions and the additional feature game is run. The feature game
in operation may use symbols
that include the configurable symbols and symbols
from the base game, or different symbols. The feature game will play until it
and
any additional free games are played. Prizes are incremented throughout the
play of both the base game and the feature game.
- In
summary, the embodiment describes the steps whereby the EGM:
(a) holds the configurable symbols that
triggered the feature game, during the rounds of the feature game;
(b) awards the player with a predefined number of rounds of the feature
game;
(c) selects, via the symbol selector, and displays symbols for the display
positions that do not currently hold a configurable symbol;
(d) for any configurable symbols that are selected, holds them during further
rounds of the feature game;
(e) for each round of the feature game, increases or decreases the number of
rounds remaining in the feature game according to whether
an additional
configurable symbol is displayed in that round;
(f) checks, using the outcome evaluator (which, the evidence discloses, is
software programmed to perform this function), whether
the number of
configurable symbols displayed has reached a predefined number to trigger a
jackpot;
(g) pays the accumulated value of the individual prizes as indicated by the
variable components of the collected configurable
symbols.
- The
specification then describes some further alternatives and examples. The steps
described in (a) – (g) are performed on the
EGM by the use of a computer
system that is programmed to interface with the hardware and firmware elements
of the gaming machine.
This is made explicit at the conclusion of the
specification, which says (page 16 lines 9 – 15):
As indicated above, the method may be embodied in
program code. The program code could be supplied in a number of ways, for
example
on a tangible computer readable storage medium, such as a disc or a
memory device, e.g. EEPROM...or as a data signal...Further, different
parts of
the program code can be executed by different devices, for example in a client
server relationship. Persons skilled in the
art, will appreciate that program
code provides a series of instructions executable by the processor.
4.2 Claim 1
- Claim
1 of the 967 patent with added integers and emphasis, is as follows:
(1) A gaming machine comprising:
(1.1) a display;
(1.2) a credit input mechanism operable to establish credits on the
gaming machine, the credit input mechanism including at least one of a coin
input chute, a bill
collector, a card reader and a ticket reader;
(1.3) meters configured for monitoring credits established via the credit
input mechanism and changes to the established credits due to play of
the gaming
machine, the meters including a credit meter to which credit input via the
credit input mechanism is added and a win meter;
(1.4) a random number generator;
(1.5) a game play mechanism including a plurality of buttons configured
for operation by a player to input a wager from the established credits and to
initiate
a play of a game; and
(1.6) a game controller comprising a processor and memory storing (i)
game program code, and (ii) symbol data defining reels, and wherein the game
controller
is operable to assign prize values to configurable symbols as
required during play of the game,
(1.7) the game controller executing the game program code stored in the memory
and responsive to initiation of the play of the game
with the game play
mechanism to:
(1.8) select a plurality of symbols from a first set of reels defined by the
symbol data using the random number generator;
(1.9) control the display to display the selected symbols in a plurality of
columns of display positions during play of a base game;
(1.10) monitor play of the base game and trigger a feature game comprising free
games in response to a trigger event occurring in
play of the base game,
(1.11) conduct the free games on the display by, for each free game, (a)
retaining configurable symbols on the display, (b) replacing
non-configurable
symbols by selecting, using the random number generator, symbols from a second
set of reels defined by the symbol
data for symbol positions not occupied by
configurable symbols, and (c) controlling the display to display the symbols
selected from
the second set of reels, each of the second reels comprising a
plurality of non-configurable symbols and a plurality of configurable
symbols,
and
(1.12) when the free games end, make an award of credits to the win meter or the
credit meter based on a total of prize values assigned
to collected configurable
symbols.
5. THE DECISION OF THE DELEGATE
- The
delegate reviewed authorities concerning the law of manner of manufacture, and
noted the objections recorded by the examiner to
the patents. In relation to the
967, 097 and 098 patents, the delegate noted at [23] that the examiner issued an
adverse report because
(emphasis added):
...the inventive concept is in substance directed
towards a gaming procedure whereby configurable symbols are retained while
non-configurable symbols are
removed during a feature game. In essence, the
claims are directed to selecting some symbols for display in a base game, and if
a
feature game is triggered, retaining configurable symbols while
non-configurable symbols are removed during a feature game and replaced
with
symbols from a second set of reels. Furthermore, the mere use of a computer,
random number generator, monetary input mechanisms,
screens and database to
implement this, add nothing of substance to the inventive concept, which does
not lie in the way the method
is carried out by the computer or
processor...
- In
relation to the 629 patent, the examination report made a similar finding,
saying, as the delegate records at [24], that the substance
of the alleged
invention is a “game characterised by the rules which enable particular
symbol[s] to be selected and retained for future games, while
non-selected symbols are randomly changed in future games. However, a game per
se is a scheme or abstract idea and is not patentable subject
matter”.
- The
delegate looked to see whether there was any “common aspect” of the
inventions claimed in the patents and determined
that the “hold and
spin” feature was in common to all independent claims. He said that in
this aspect, the configurable
symbols from the main game are retained in place
(hold) while the other symbols are removed and the symbols replaced (spin). In
conformity
with the findings of the examiners, the delegate considered that this
aspect is a “game rule”. He said:
[47] ...A game rule is not an artificially created state
of affairs in the sense that it does not provide a technical effect. The
game
that arises as a consequence of the game rules being applied is similarly
intangible and thus not a manner of manufacture. Ultimately
the game will
generate prize money for the winner and revenue of the gaming machine owner
– the generation of prize money and
revenue is considered a scheme for
making money. Schemes for making money are not considered a manner of
manufacture.
- The
delegate then rejected submissions advanced on behalf of Aristocrat which argued
that, in the event the claims were found to be
to a mere scheme, to the extent
it was necessary to identify a “technical contribution”, a
“technical effect”,
solution to a “technical problem” or
an “improvement in computer technology”, the inventions the subject
of the claims did so.
- As
will be seen below, I respectfully disagree with the delegate’s
characterisation, which was also advanced by the Commissioner
in her
submissions, being that the invention is a mere scheme in the form of a set of
game rules, or a scheme for making money. The
facts of the present case do not
fit the paradigm, considered in the authorities to which I refer below, of a
scheme that has merely
been “put into” a computer.
6. THE SUBMISSIONS
- Aristocrat’s
primary submission is that the claim is for an EGM having particular hardware
and software components which provides
for a feature game having specific
characteristics. The machines claimed are not in substance a “mere scheme,
an abstract idea,
mere intellectual information” (as was the invention
considered and rejected in Encompass Corporation Pty Ltd v
InfoTrack Pty Ltd [2019] FCAFC 161; 372 ALR 646 at [99]) or merely
the rules of a game. All experts agreed that the claim requires the integration
of both software and hardware components.
Furthermore, Aristocrat contends that
the question of manner of manufacture is not to be addressed having regard to
integers viewed
in isolation, but as a combination of hardware and software. It
is the substance of the combination that must be considered, not
the
disaggregated “common elements”. Here, the claimed invention is a
machine upon which wagers can be made and which
can only be legally implemented
in accordance with the National Standard.
- Aristocrat
relies on the evidence of the gaming experts and the HCI experts predominantly
in aid of a secondary argument, which is
that in the event that the Court finds
that the claim is for a mere scheme, then the invention is not analogous to the
unpatentable
scheme or abstraction contemplated by the Full Court in
Encompass. It relies on the evidence given by the gaming experts in their
joint report where they list the advantages achieved by the claimed
gaming
machine. It also relies on evidence that the operation and functional output of
the claimed machines represents an improvement
in computer technology and the
taking of steps “foreign to the normal use of computers” as
described in Commissioner of Patents v RPL Central Pty Ltd [2015]
FCAFC 177; 238 FCR 27 at [96] and [102]. Furthermore, Aristocrat also relies on
the evidence of the HCI experts to support the proposition that the invention as
claimed presents additional technical improvements in computer technology
interfaces.
- In
addition, Aristocrat submits that the invention claimed in claim 1 falls within
an established category of patentable subject matter,
being new and useful
gaming machines; this will “ordinarily be sufficient”: Myriad
Genetics at [28]. It submits that the Commissioner has over many years
accepted EGMs as patentable subject matter, noting that the Commissioner
has
accepted over 1,500 granted patents for them. Aristocrat also submits that this
Court has twice held EGMs with virtual reels
to be patentable subject matter, in
Neurizon Pty Ltd (ACN 077 012 376) v LTH Consulting and Marketing
Services Pty Ltd (ACN 061 363 139) [2002] FCA 1547; 58 IPR 93 at [15] and
[101] (Dowsett J) and Aristocrat Technologies Australia Pty Limited v
Konami Australia Pty Limited [2015] FCA 735; 114 IPR 28 at [60]
(Nicholas J). Aristocrat submits that the EGMs of claim 1 of each patent satisfy
the two requirements set out in National Research Development Corporation v
Commissioner of Patents [1959] HCA 67; 102 CLR 252 (NRDC),
being that they are products of human action which have economic utility.
- The
Commissioner defends the decision of her delegate. She submits that the
authorities make clear that it is necessary to consider
the substance of the
invention as claimed, and not merely the form of the claims. This is to be
assessed in the light of the description
in the specification and the common
general knowledge before the priority date. When this is done, it is apparent
that the invention
is a scheme or set of rules for carrying out a game, which is
not patentable subject matter according to traditional principle.
- In
a submission central to her contentions, the Commissioner submits that the
scheme or set of rules is implemented using generic
hardware and software
components of an EGM to perform their ordinary functions. There is no technical
contribution in the way that
the machine carries out the scheme and no
improvement in the operation or functionality of the machine as distinct from
the fact
of its implementation of the scheme. Rather, the ingenuity in the
invention lies in the scheme or rules for carrying out the game.
No ingenuity is
claimed in relation to the manner of implementation of the scheme. She submits
that as the patents and evidence make
clear, EGMs are computers that consist of
a number of hardware and software components which were commonplace before the
priority
date. The only features that distinguish the invention from other EGMs
relate to the scheme or rules of the game that it is configured
to implement.
- The
Commissioner submits that the effect of Encompass was to endorse and
apply the principle that a mere scheme or idea implemented using
“generic” computer technology is not
a manner of manufacture. She
submits that the patent applications are concerned with the field of gaming, and
that EGMs consisting
of a number of standard hardware and software components
were commonplace as at the priority date. Accordingly, in the context of
this
field and at that level of description, an EGM is a “generic
computer” as that expression is to be understood in
Encompass. The
Commissioner submits that a “guiding consideration” identified in
Encompass is whether an invention is implemented on computers that may be
regarded as “generic”. She submits that the reasoning
in
Encompass illustrates that a claimed invention may be characterised as
merely requiring “generic computer implementation” if the
specification and claims leave the hardware and software uncharacterised,
referring to [59] – [61] and [99] – [100] of
that decision and also
to McKerracher J in Repipe Pty Ltd v Commissioner of Patents [2019] FCA
1956; 148 IPR 164 at [84], [93] – [97], [99] and [100]. In this regard,
the Commissioner submits that in claim 1 of the 967 patent, integers 1.1 to
1.6
reflect the components of an EGM, including hardware (for example a display) and
software (for example a random number generator)
and some that are a combination
of both (for example a game controller comprising a processor and memory). These
were all standard
components of EGMs. Integers 1.7 to 1.12 deal with the conduct
of the game and amount to a scheme or set of rules for doing so. Amongst
other
things, the claim does not define any hardware features of the “game
controller comprising a process or a memory”
or any technical means by
which the necessary processing functions are performed to implement the game. No
software application or
program code for carrying out the steps is defined by
the claims. There is no suggestion of ingenuity in their implementation, which
is left entirely to the skilled person reading the claim.
- The
Commissioner submits that the Court is to have regard to the specification and
the claims in order correctly to characterise the
invention. In this instance,
no technical contribution in the way the EGM carries out the particular game is
identified, nor any
improvement in the operation or functionality of the gaming
machine as distinct from the fact of its implementation of the particular
game.
She submits that the body of the specification does not require anything other
than “generic EGM hardware and routine
EGM software programming”.
That is confirmed by the agreed common general knowledge. The Court need go no
further than that
to answer the enquiry. She submits that the expert evidence is
no more than confirmatory of this position. The claims are in truth
no more than
an instruction to apply an abstract idea.
- After
the hearing in this proceeding had concluded, and shortly before delivering
these reasons, the Full Court delivered judgment
in Rokt. I then invited
the parties to make brief further written submissions as to the relevance of
that decision to the present dispute.
Perhaps unsurprisingly, each contended
that Rokt favoured the case which they propounded. I have taken those
submissions into account in these reasons.
7. CONSIDERATION
- Section
18(1A)(a) of the Patents Act provides that an invention is a patentable
invention for the purposes of an innovation patent if the invention, so far as
claimed
in any claim:
is a manner of manufacture within the meaning of section
6 of the Statute of Monopolies.
- The
other requirements of s 18(1A) of novelty, innovative step, usefulness and that
there be no secret use before the priority date are not relevant and are for
present
purposes to be assumed: CCOM Pty Ltd v Jeijing
[1994] FCA 396; 51 FCR 260 at 291 (Spender, Gummow and Heerey JJ). Thus, as
the Full Court said in CCOM at 291, whilst a claim for a ball point pen
would fail for anticipation and inventive step, it would still be a claim for a
manner
of manufacture.
- In
Myriad Genetics the plurality said at [12] (citations omitted, emphasis
added):
The term "patentable invention" is defined in the
Dictionary in Sched 1 to the Act as "an invention of the kind mentioned in
section
18." The term "invention" is defined as:
"any manner of new manufacture the subject
of letters patent and grant of privilege within section 6 of the Statute of
Monopolies,
and includes an alleged
invention."
It is not clear, and was not debated in this appeal, how
the expression "manner of manufacture" differs from the expression "manner
of
new manufacture". The definition of "invention" has been used in Commonwealth
patent statutes since federation. It allows for
exclusion from the class of
"invention", and therefore from the class of "patentable invention", anything
which is not, on the face
of the specification, a proper subject of letters
patent according to traditional principles. That anterior exclusion may be based
upon an admission, on the face of the specification, which makes clear that the
invention claimed is not novel or does not involve
an inventive step. This
appeal, however, collapses the anterior and subsequent questions — "Is
there an invention?" and "Is
there a patentable invention?" — into one
inquiry. That inquiry requires a definition of the allegedly patentable
invention.
That definition depends upon the construction of the impugned
claims read in the light of the specification as a whole and the relevant
prior
art...
- The
commencement of any analysis of manner of manufacture requires determining
whether the claims in suit, as read in the light of
the specification as a whole
and the relevant art, which in the present case is the common general knowledge,
are for a manner of
manufacture. That question may be re-cast by asking whether
the invention as claimed is a proper subject of letters patent according
to the
principles for the application of s 6 of the Statute of Monopolies (21
Jac 1, c 3), and is to be answered according to a common law methodology under
the rubric of “manner of manufacture” as developed
through the
cases: Myriad Genetics at [18], citing NRDC at 269; Rokt at
[68].
- The
task of construing the specification involves arriving at a characterisation of
the invention claimed in order to determine whether
or not it is in substance
for a manner of manufacture. That involves the application of the common law
principles developed to separate
patentable inventions from schemes or methods
of business: Rokt at [74].
- In
Rokt the Full Court observed that the injunction against the grant of
patents for mere schemes has long been established. It considered
the approach
taken by the Full Court in recent times, including by reference to:
Grant v Commissioner of Patents [2006] FCAFC 120; 154 FCR
62; Research Affiliates LLC v Commissioner of Patents
[2014] FCAFC 150; 227 FCR 378; RPL Central; Encompass; and
Watson v The Commissioner of Patents [2020] FCAFC 56.
- In
each of these cases, the question for consideration was whether or not a mere
scheme, or plan, was nonetheless a manner of manufacture
because invention lay
not only in the scheme or plan, but also the means by which it was realised
using computerisation.
- As
the Full Court said in RPL Central at [96] (emphasis added):
A claimed invention must be examined to ascertain
whether it is in substance a scheme or plan or whether it can broadly be
described
as an improvement in computer technology. The basis for the analysis
starts with the fact that a business method, or mere scheme, is not, per
se, patentable. The fact that it is a scheme or business method
does not exclude
it from properly being the subject of letters patent, but it must be more than
that. There must be more than an
abstract idea; it must involve the creation of
an artificial state of affairs where the computer is integral to the invention,
rather
than a mere tool in which the invention is performed. Where the
claimed invention is to a computerised business method, the invention must
lie in that computerisation. It is not a patentable invention simply to
“put” a business method “into”
a computer to implement
the business method using the computer for its well- known and understood
functions.
- The
reasoning in the cases mentioned in [88] above involves an initial
question of whether the claimed invention is for a mere scheme or business
method of the type that is not the
proper subject matter of a grant of letters
patent. Once that question is answered in the affirmative, the subsequent
inquiry becomes
whether the computer-implemented method is one where invention
lay in the computerisation of the method, or whether the language
of the claim
involves (to use the language employed in Rokt at [84]) “merely
plugging an unpatentable scheme into a computer”. That second inquiry
requires consideration of whether
the invention claimed involved the creation of
an artificial state of affairs where the computer was integral to the invention,
rather
than a mere tool in which the invention was performed. That enquiry has
spawned investigations in the cases to identify whether the
contribution of the
claimed invention is “technical in nature” or whether it solves a
“technical” problem,
or whether it merely requires
“generic” computer implementation: see, for instance, RPL Central
at [99]. In my view it is not necessary in the present case to consider
these matters because the initial question should be answered
in the
negative.
- The
distinction between a mere scheme or a plan on the one hand, and a patentable
invention on the other, has been considered in a
number of cases. In Grant
the Full Court said at [14] (original emphasis):
Business, commercial and financial schemes as such have
never been considered patentable...in the same way that the discovery of a
law
or principle of nature is not patentable. Sir Robert Finlay A-G observed in
Re Cooper’s Application for a Patent (1901) 19 RPC 53 at 54,
‘[y]ou cannot have a Patent for a mere scheme or plan – a plan
for becoming rich; a plan for the better government of a State; a
plan for the
efficient conduct of business’. A law of nature becomes patentable
when applied to produce a particular practical and useful result (Welcome
Real-Time SA v Catuity Inc [2001] FCA 445; (2001) 113 FCR 110 at [117]). While a mere scheme
or plan is not the proper subject of a patent, an alleged invention which serves
a mechanical purpose that
has useful results does not become such an
unpatentable scheme or plan merely because the purpose is in the carrying on of
a branch
of business (Re Fishburn’s Application (1938) 57 RPC 245
at 248).
- In
Encompass, the Full Court explained that the relevant conceptual
demarcation in Grant was between, on the one hand a manner of
manufacture, and on the other a “mere scheme, an abstract idea, mere
intellectual
information, which has never been held to be patentable”: at
[88], quoting Grant at [32]. It further explained that in the decisions
in each of Research Affiliates and RPL Central, the Full Court was
seeking to describe this conceptual distinction. In each of those cases, and
also in Encompass, the legal character of an unpatentable method that was
a mere scheme did not change “merely because the method [was] implemented
by the instrumentality of a computer”: Encompass at [91]. The Full
Court found that the method claimed was for a scheme for displaying information
relating to “entities”
(such as persons or corporations) so as to
provide “business intelligence” (at [11]). The question then for the
primary
judge, and for the Full Court on appeal, was whether that scheme was
nonetheless patentable because of the manner in which it was
implemented.
- Central
to Encompass, and the other cases to which I have referred, is the
finding that after close examination of the specification and the claims in
issue, the invention as disclosed and claimed is no more than a scheme or
mere idea. Once the Full Court made those findings, in each case they
proceeded to consider whether, despite this conclusion, the invention
was
nevertheless patentable. As the Court in Encompass said at
[94]:
In considering whether the mere implementation by a
computer of an abstract idea or scheme is enough to transform unpatentable
subject
matter into patentable subject matter, the Full Court in Research
Affiliates (at [115]) resorted to the language of “artificial”
or “physical” effects, “technical contribution”
and
suchlike expressions, as used by the High Court in NRDC. By resorting to
this language, the Full Court was doing no more than explaining that the claimed
method in that case did not transcend,
as a matter of substance, what remained
an abstract idea or mere information of a kind that has never been considered to
be patentable
subject matter under Australian law.
- For
the reasons set out below, however, I consider that in the present case the
answer to the first question is different. I do not
consider that, properly
understood, the invention described and claimed, when understood as a matter of
substance, is to a mere scheme
or plan. It is to a mechanism of a particular
construction, the operation of which involves a combination of physical parts
and software
to produce a particular outcome in the form of an EGM that
functions in a particular way. Accordingly, it is unnecessary to consider
the
second enquiry.
- First,
the invention as claimed has hardware, firmware and software components that are
identified. The EGM is a physical device of
a type that is played by those
wishing to make a wager. It includes the following specific
components:
(1) A display (integer 1.1) that must be able to
show reels (integer 1.6(ii)) that are referred to in the specification
and known to the person skilled in the art to emulate physical reels
used in the
old mechanical gaming machines that were used prior to the 1980s (see section 3
above at [33]). Although not stated in
the claim, these reels are known to be
arranged in columns and rows and contain a multiplicity of symbols, such as
those set out
in the description of the common general knowledge. The symbols,
also identified in integer 1.6(ii), come to rest in a grid-like
display. The
“configurable symbols” of integer 1.6(ii) provide an aspect of a
gameplay. The embodiments described in
the specification particularly focus on
the use of the configurable symbols.
(2) A credit input mechanism (integer 1.2) that establishes credits on
the machine, including at least a coin input chute, a bank note collector, a
credit card
reader, or a ticket reader. The receipt of credits in this way must
be recorded by meters (integer 1.3) that also have the function of
recording wins for the purpose of awarding prizes at the end of the game
(integer 1.12).
(3) A game play mechanism, including a plurality of buttons (integer 1.5)
so that a player can make a wager from his or her pool of credits and commence a
game. The buttons may be physical or on-screen.
(4) A game controller comprising a processor and memory that
stores software in the form of the game program code and symbol data defining
the reels (integer 1.6). It must operate
to respond to the initiation of the
game by the player (integer 1.7), to select and control the symbols for the play
of the base
game (integers 1.8, 1.9), and to then trigger a feature game when a
“trigger event” occurs (integer 1.10). The game controller
allows
the conducting of a free game, retaining the previously defined configurable
symbols on the display (integer 1.11(a)), replacing
the non-configurable symbols
by using the random number generator (of integer 1.4) from a second set of
symbols defined by the symbol
data (integer 1.11(b)), and controlling the
display to display the symbols in the second set of reels, each reel containing
both
configurable and non-configurable symbols (integer 1.11(c)). The
configurable symbols have the characteristics explained in the specification
of
being able to display a variable component and a non-variable component.
- Furthermore,
the expert evidence reveals that the skilled reader understands upon reading the
specification that EGMs are subject
to regulatory supervision. These standards
impose requirements on all EGMs with respect to many areas, including: the
construction
of their cabinets; the artwork used; the cash input systems used;
how the metering of credits is recorded; the manner in which information
is
presented to users; and the fact that audible alarms must sound if errors are
detected or security features require it. The National
Standard also imposes
requirements on the “return to player”, namely limits on the
theoretical/estimated statistical
expectations of the minimum and maximum
returns of prize money to the player.
- The
result is that to the person skilled in the art, the invention may be
characterised as a machine of a particular construction
which implements a
gaming function. It yields a practical and useful result. Simply put, the
machine that is the subject of the claims
is built to allow people to play games
on it. That is its only purpose. In this regard, the physical and virtual
features of the
display, reels, credit input mechanism, gameplay mechanism and
game controller combine to produce the invention. It is a device of
a specific
character.
- In
this regard I respectfully disagree with the approach to the characterisation of
the invention taken by the delegate and the Commissioner,
insofar as they first
identify the “inventive concept” and then utilise that concept to
conclude that the invention is
a mere scheme. That rather puts the cart before
the horse.
- The
anterior question is whether the claim is for a mere scheme at all. Only if it
is found to be so does the analysis proceed to
determine whether the scheme has
been “put into a computer” (Rokt at [88]). As the passage
from Grant at [14] (quoted above in [92]) says (emphasis added):
“While a mere scheme or plan is not the proper subject of a patent, an
alleged invention which serves a mechanical purpose that has
useful results does
not become such an unpatentable scheme or plan merely because the purpose is in
the carrying on of a branch of
business”.
- In
its further submissions, Aristocrat aptly identifies the danger of denuding an
invention of patentability by prematurely discounting
elements of the claim. Any
claim can be stripped back to remove all specific limitations, so that at its
core an abstract idea emerges.
But where the abstract idea is incorporated into
a means for carrying it out, it may result in a manner of manufacture:
Lockwood Security Products Pty Ltd v Doric Products Pty Ltd (No 2) [2007]
HCA 21; 235 CLR 173 at [60].
- Secondly,
as the Commissioner accepts, were the EGM of claim 1 to have been implemented
mechanically, the old-fashioned way, without
using software but instead using
cogs, physical reels and motors to create the gameplay, there is no doubt that
it would be a manner
of manufacture. There would be no occasion to disaggregate
the game features from the combination of physical parts. It is difficult
to see
why the development of an implementation of an EGM that utilises the
efficiencies of electronics technology would be disqualified
from patent
eligibility, when the old-fashioned mechanical technology was not. Such an
approach would be antithetical to the encouragement
of invention and innovation.
To adapt the analogy used in CCOM, a ball point pen that used
computerised components to enable it to function more efficiently would be no
less a manner of manufacture
now than the original ball point pen was when it
was first invented. Whether or not it is novel or involves an inventive step is,
of course, for separate enquiry.
- Thirdly,
in a recent decision this Court has found that a similar EGM was a manner of
manufacture. In Konami Nicholas J considered whether claims for a EGM
amounted to a manner of manufacture, that EGM including, in its broadest form: a
random
prize awarding feature to selectively provide a feature outcome on a
gaming console; the console being arranged to offer a feature
outcome when a
game has achieved a trigger condition; the console including trigger means
arranged to test for the trigger condition
and to initiate the feature outcome
when the trigger condition occurs; and the trigger condition being determined by
an event having
a probability related to desired average turnover between
successive occurrences of the trigger conditions on the console. A submission
was put, based on the obiter dicta reasoning of decision of Emmett J in
Dynamite Games Pty Ltd v Aruze Gaming Australia Pty Ltd [2013] FCA 163;
100 IPR 86, that the invention was not a manner of manufacture and that the
claims amounted to no more than a mere idea as to the rules of a
game.
- Nicholas
J noted at [223] that a “mere idea that does not translate into a claim
for a new and useful result is not within the
concept of a manner of manufacture
because it involves no more than ‘mere discovery’ or
‘discovery without invention’”,
citing NRDC at 264.
However, he concluded that the inventions in suit claimed are not “mere
ideas” but “new and useful gaming machines and new and useful
methods of operation producing new and improved results”. Accordingly,
the invention so claimed was found to be a manner of manufacture at [224]. The
claims in the present case are
in my view analogous to that patent, and as the
reasoning so expressed is not plainly wrong, I am disposed to follow it.
- A
challenge on the basis of absence of manner of manufacture was also rejected by
Dowsett J in LTH Consulting. The claims there were also conceptually
similar to those presently in suit. The challenge in that case was also
rejected, albeit
on a basis that does not reflect the reasoning of more recent
case law.
- Accordingly,
in my view the invention as claimed in claim 1 of the 967 patent is for a manner
of manufacture. The consequence is that
the appeal should be allowed. I will
make directions to enable the parties to discuss and formulate appropriate final
orders that
give effect to these reasons.
I certify that the preceding one hundred and six (106) numbered paragraphs
are a true copy of the Reasons for Judgment herein of the
Honourable Justice
Burley.
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Dated: 5
June 2020
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URL: http://www.austlii.edu.au/au/cases/cth/FCA/2020/778.html