COMP 405/505
Spring 2016
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Object-Oriented Game
Theory Demonstrators
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The goal of this assignment is to create a demonstration of the principles
driving the object-oriented game theory discussions. You are NOT
required to create a game!
Key Notions:
- Separation of game "rules" from game "mechanics"
- Delegation model for enforcing rules
- Visitors as commands
- Valid move checking
- Status notifications
- Memento Design pattern
- Game as state machine
- Player and other factories
- Separation of game play strategies from game mechanics.
- Facade Design pattern for isolation
- Player management:
- Turn-taking
- "Virtual" and non-virtual states for visitors for
- Win/lose/draw determination and notification
- Fault handling
- Game tree (decision tree)
- Min-Max
- Mapping instead of iteration
- Accumulators
- Alpha-beta pruning
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Looking beyond:
- How do these ideas manifest or potentially manifiest themselve in
non-game scenarios?
- Multi-player extensions?
- Flexibility
- Extensibility
Requirements for draft write-ups:
- Demonstrator description
- What it does
- The main conceptual/learning points a user should take away from
using and studying the demonstrator.
- Principles (from above) being used: what, where, why.
- Do not need to use all of the above concepts/principles but should
use the majority of them.
- System block diagram
© 2015 by Stephen Wong