Office Action Predictor
Last updated: April 16, 2026
Application No. 18/619,582

GAMEPLAY COMPLEXITY ASSISTANCE SYSTEM

Non-Final OA §102§103
Filed
Mar 28, 2024
Examiner
KIM, KEVIN Y
Art Unit
3715
Tech Center
3700 — Mechanical Engineering & Manufacturing
Assignee
Electronic Arts INC.
OA Round
1 (Non-Final)
78%
Grant Probability
Favorable
1-2
OA Rounds
2y 6m
To Grant
99%
With Interview

Examiner Intelligence

Grants 78% — above average
78%
Career Allow Rate
728 granted / 934 resolved
+7.9% vs TC avg
Strong +25% interview lift
Without
With
+25.0%
Interview Lift
resolved cases with interview
Typical timeline
2y 6m
Avg Prosecution
35 currently pending
Career history
969
Total Applications
across all art units

Statute-Specific Performance

§101
12.7%
-27.3% vs TC avg
§103
40.5%
+0.5% vs TC avg
§102
16.3%
-23.7% vs TC avg
§112
15.0%
-25.0% vs TC avg
Black line = Tech Center average estimate • Based on career data from 934 resolved cases

Office Action

§102 §103
DETAILED ACTION Notice of Pre-AIA or AIA Status The present application, filed on or after March 16, 2013, is being examined under the first inventor to file provisions of the AIA . Claim Rejections - 35 USC § 102 In the event the determination of the status of the application as subject to AIA 35 U.S.C. 102 and 103 (or as subject to pre-AIA 35 U.S.C. 102 and 103) is incorrect, any correction of the statutory basis (i.e., changing from AIA to pre-AIA ) for the rejection will not be considered a new ground of rejection if the prior art relied upon, and the rationale supporting the rejection, would be the same under either status. The following is a quotation of the appropriate paragraphs of 35 U.S.C. 102 that form the basis for the rejections under this section made in this Office action: A person shall be entitled to a patent unless – (a)(1) the claimed invention was patented, described in a printed publication, or in public use, on sale, or otherwise available to the public before the effective filing date of the claimed invention. (a)(2) the claimed invention was described in a patent issued under section 151, or in an application for patent published or deemed published under section 122(b), in which the patent or application, as the case may be, names another inventor and was effectively filed before the effective filing date of the claimed invention. Claim(s) 1, 7-8, and 14-15 are rejected under 35 U.S.C. 102(a)(1) and (2) as being anticipated by O’Rourke et al (US 2009/0088233). Re claims 1, 8, and 15, O’Rourke discloses a system comprising: one or more processors and computer-readable media (fig. 10, 1014 and 1016) storing instructions causing the processor to: operate, during gameplay of a game including a set of controls for a player of the game (via input devices 1036 utilized with operating system 1028 and system applications, see par. [0057]), a simulated player model to provide gameplay complexity assistance for the player ([0023] and [0031], the information can be collected from other users) including: inputting a game state of the game to the simulated player model ([0027]-[0028]) to cause the simulated player model to generate at least one simulated control corresponding to at least one control of the set of controls for the player ([0030]-[0031], based on the inputs to the system, the system provides assistance or help to the player); receiving the at least one simulated control input from the simulated player model and utilize, in the gameplay of the game, the at least one simulated control input from the simulated player model as a player input of the corresponding one of the set of controls of the player ([0022], [0025]-[0026]). Re claims 7 and 14, O’Rourke discloses receiving one or more additional control inputs from the player ([0027]-[0028] and [0042], the system gathers portions of data from users, including inputs from input devices); and combine the one or more additional control inputs with the at least one simulated control input as a combined input ([0030]-[0031], the gameplay assistance is provided in addition to the player’s game play, such as by providing text, graphical, visual, or audio data during game play); and wherein the utilizing, in the gameplay of the game, the at least one simulated control input from the simulated player model as the player input utilizes the combined input as the player input (see above, the game incorporates both the gameplay assistance inputs along with the player’s inputs together in the presentation of the game). Claim Rejections - 35 USC § 103 In the event the determination of the status of the application as subject to AIA 35 U.S.C. 102 and 103 (or as subject to pre-AIA 35 U.S.C. 102 and 103) is incorrect, any correction of the statutory basis (i.e., changing from AIA to pre-AIA ) for the rejection will not be considered a new ground of rejection if the prior art relied upon, and the rationale supporting the rejection, would be the same under either status. The following is a quotation of 35 U.S.C. 103 which forms the basis for all obviousness rejections set forth in this Office action: A patent for a claimed invention may not be obtained, notwithstanding that the claimed invention is not identically disclosed as set forth in section 102, if the differences between the claimed invention and the prior art are such that the claimed invention as a whole would have been obvious before the effective filing date of the claimed invention to a person having ordinary skill in the art to which the claimed invention pertains. Patentability shall not be negated by the manner in which the invention was made. Claim(s) 2-6, 9-13, and 16-20 are rejected under 35 U.S.C. 103 as being unpatentable over O’Rourke in view of Yu (US 2021/0220742). Re claims 2, 9, and 16, O’Rourke discloses determining an occurrence of an interaction trigger in the gameplay of the game and outputting a prompt for the player to input an interaction input different from the at least one simulated control input and receiving a prompted input ([0042], where O’Rourke prompts the user for an answer to a question or for input for an option). However, O’Rourke does not disclose the generation of the at least one simulated control input by the simulated player model based at least in part on the prompted input as O’Rourke only discloses the prompts being used for a question or option, rather than gameplay control. Yu teaches a gameplay mechanic which allows players to provide input to a prompt that is separate from other control inputs which result in generated simulated control inputs (see figs. 6 and 7a-b). During a battle state, Yu prompts users to click or tap their screen in order to increase the amount of health for respawning. Clicking and tapping the screen for increasing health is considered to be different than other control inputs (e.g. moving the character, firing a weapon, etc.), and results in the simulated control input of respawning with increased health. It would have been obvious to an artisan of ordinary skill to incorporate additional prompts into the game for players as taught by Yu with the game of O’Rourke in order to provide additional game features not directly related to control of the in-game character, increasing the variety of gameplay and decreasing gameplay monotony. Re claims 3, 10, and 17, Yu teaches the interaction trigger is a determination of the simulated player model to perform an in-game action (figs. 7a-b, click/tap the screen); the simulated player model generates a first number of control inputs of the set of controls for a player of the game to perform the in-game action (fig. 6, during the player’s impending death state, the player inputs determines whether the player fails or succeeds in restoring health to full value); and the interaction input includes a second number of control inputs of the set of controls for a player of the game that is smaller than the first number of control inputs (see above, wherein the first number of control inputs can be considered to be successfully restoring the full value of health, and the second value being a failure to restore health due to the number of inputs, i.e. not clicking or tapping enough, being less than successful, see pars. [0094] to [0100]). Re claims 4, 11, and 18, Yu teaches determining a metric associated with the interaction and prompted input (fig. 6, see the branch from “Impending death state”); wherein the controlling the generation of the at least one simulated control input by the simulated player model based at least in part on the prompted input is based at least in part on the metric (see fig. 6, wherein successful or failed prompts result in different control inputs to the player model to play a certain animation or die/respawn). Re claims 5, 12, and 19, Yu teaches the prompt includes a timing for the interaction input ([0096], the player’s health continuously deducts over time, therefore the timing for the interaction input is based on the amount of temporary health); and the metric is based at least in part on a similarity of a timing of the prompted input to the timing for the interaction input (see above, if the player clicks/taps the screen enough times during the temporary health period and restores enough health, they are respawned). Re claims 6, 13, and 20, O’Rourke discloses a first and second set of in-game actions associated with a first and second level of gameplay complexity assistance of a plurality of levels of gameplay complexity assistance, the second level including more in-game actions than the first ([0026] and [0030], the level of assistance is dynamic based on the skill level of the player). Yu has taught the interaction trigger being associated with an in-game action of a first set of in-game actions the simulated player model is configured to perform in place of the player (see rejection to claims 2-5 regarding the player in an impending death state). Conclusion Any inquiry concerning this communication or earlier communications from the examiner should be directed to Kevin Y Kim whose telephone number is (571)270-3215. The examiner can normally be reached Monday-Friday. Examiner interviews are available via telephone, in-person, and video conferencing using a USPTO supplied web-based collaboration tool. To schedule an interview, applicant is encouraged to use the USPTO Automated Interview Request (AIR) at http://www.uspto.gov/interviewpractice. If attempts to reach the examiner by telephone are unsuccessful, the examiner’s supervisor, Xuan Thai can be reached at (571) 272-7147. The fax phone number for the organization where this application or proceeding is assigned is 571-273-8300. Information regarding the status of published or unpublished applications may be obtained from Patent Center. Unpublished application information in Patent Center is available to registered users. To file and manage patent submissions in Patent Center, visit: https://patentcenter.uspto.gov. Visit https://www.uspto.gov/patents/apply/patent-center for more information about Patent Center and https://www.uspto.gov/patents/docx for information about filing in DOCX format. For additional questions, contact the Electronic Business Center (EBC) at 866-217-9197 (toll-free). If you would like assistance from a USPTO Customer Service Representative, call 800-786-9199 (IN USA OR CANADA) or 571-272-1000. /KEVIN Y KIM/Primary Examiner, Art Unit 3715 /XUAN M THAI/Supervisory Patent Examiner, Art Unit 3715
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Prosecution Timeline

Mar 28, 2024
Application Filed
Feb 05, 2026
Non-Final Rejection — §102, §103
Apr 02, 2026
Response Filed

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Study what changed to get past this examiner. Based on 5 most recent grants.

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Prosecution Projections

1-2
Expected OA Rounds
78%
Grant Probability
99%
With Interview (+25.0%)
2y 6m
Median Time to Grant
Low
PTA Risk
Based on 934 resolved cases by this examiner. Grant probability derived from career allow rate.

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