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Design patterns for games

Published: 27 February 2002 Publication History

Abstract

Designing a two-person game involves identifying the game model to compute the best moves, the user interface (the "view") to play the game, and the controller to coordinate the model and the view. A crucial task is to represent the algorithms used in their highest abstract forms. This can prove to be a difficult and subtle endeavor. It is made easier however by the use of good object-oriented (OO) design principles to help maintain a high level abstract viewpoint during the design process. The state pattern is used to represent the game board and is coupled with the visitor pattern to provide state-dependent, variant behaviors. The min-max algorithm and its variants are implemented as the strategy pattern, which allows flexible and extensible computational capability. Careful analysis is performed to properly abstract the interactions between the model and the view. The command design pattern is used to provide callback services between the model and the view. Leading students through this design process enables them to learn algorithms and architectures that easily scale to full-sized applications.

References

[1]
Weiss, A., Data Structures and Problem Solving Using Java, Addison-Wesley, 1998
[2]
Gamma, E., Helm, R., Johnson, R., and Vlissides, J. Design Patterns, Elements of Reusable Object-Oriented Software, Addison-Wesley, 1995.
[3]
Nguyen, D. and Wong, S. Design Patterns for Decoupling Data Structures and Algorithms, SIGCSE Bulletin, 31, 1, March 1999, 87-91.

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cover image ACM Conferences
SIGCSE '02: Proceedings of the 33rd SIGCSE technical symposium on Computer science education
February 2002
471 pages
ISBN:1581134738
DOI:10.1145/563340
  • cover image ACM SIGCSE Bulletin
    ACM SIGCSE Bulletin  Volume 34, Issue 1
    Inroads: paving the way towards excellence in computing education
    March 2002
    417 pages
    ISSN:0097-8418
    DOI:10.1145/563517
    Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 27 February 2002

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SIGCSE02
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SIGCSE02: The 33rd Technical Symposium on Computer Science Education
February 27 - March 3, 2002
Kentucky, Cincinnati

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SIGCSE '02 Paper Acceptance Rate 73 of 234 submissions, 31%;
Overall Acceptance Rate 1,595 of 4,542 submissions, 35%

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The 56th ACM Technical Symposium on Computer Science Education
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  • (2021)Implementing game requirements using design patternsJournal of Software: Evolution and Process10.1002/smr.2399Online publication date: 3-Nov-2021
  • (2015)Software Architectures and the Creative Processes in Game DevelopmentEntertainment Computing - ICEC 201510.1007/978-3-319-24589-8_21(272-285)Online publication date: 1-Dec-2015
  • (2011)Emerging EdtechInstructional Design10.4018/978-1-60960-503-2.ch803(1880-1891)Online publication date: 2011
  • (2011)Using Games to Teach Design Patterns and Computer GraphicsInstructional Design10.4018/978-1-60960-503-2.ch114(173-191)Online publication date: 2011
  • (2011)An empirical investigation on the impact of design pattern application on computer game defectsProceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments10.1145/2181037.2181074(214-221)Online publication date: 28-Sep-2011
  • (2011)Extensive Evaluation of Using a Game Project in a Software Architecture CourseACM Transactions on Computing Education10.1145/1921607.192161211:1(1-28)Online publication date: 1-Feb-2011
  • (2009)Computer games and traditional CS coursesCommunications of the ACM10.1145/1610252.161027352:12(74-78)Online publication date: 1-Dec-2009
  • (2009)Reuse in Digital Game DevelopmentProceedings of the 4th International Conference on Ubiquitous Information Technologies & Applications10.1109/ICUT.2009.5405710(1-6)Online publication date: Dec-2009
  • (2008)Teaching Design Patterns Through Computer Game DevelopmentJournal on Educational Resources in Computing10.1145/1348713.13487158:1(1-22)Online publication date: 1-Mar-2008
  • (2008)Graphical Representation as a Factor of 3D Software User SatisfactionProceedings of the 2008 Panhellenic Conference on Informatics10.1109/PCI.2008.12(105-109)Online publication date: 28-Aug-2008
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