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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.

Cited By

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  • (2021)Implementing game requirements using design patternsJournal of Software: Evolution and Process10.1002/smr.2399Online publication date: 3-Nov-2021
  • (2016)Design patterns applied for game design patterns2016 17th IEEE/ACIS International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD)10.1109/SNPD.2016.7515924(351-356)Online publication date: May-2016
  • (2014)Design patterns applied for networked first person shooting game programming15th IEEE/ACIS International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD)10.1109/SNPD.2014.6888715(1-6)Online publication date: Jun-2014
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Information

Published In

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
  • 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
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
Published in SIGCSE Volume 34, Issue 1

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Cited By

View all
  • (2021)Implementing game requirements using design patternsJournal of Software: Evolution and Process10.1002/smr.2399Online publication date: 3-Nov-2021
  • (2016)Design patterns applied for game design patterns2016 17th IEEE/ACIS International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD)10.1109/SNPD.2016.7515924(351-356)Online publication date: May-2016
  • (2014)Design patterns applied for networked first person shooting game programming15th IEEE/ACIS International Conference on Software Engineering, Artificial Intelligence, Networking and Parallel/Distributed Computing (SNPD)10.1109/SNPD.2014.6888715(1-6)Online publication date: Jun-2014
  • (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
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