Even-numbered teams

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Team 2
Part 1: Requirements, UCs, UCMs, Unbound UCMs
- Missing Functional Requirements/assumptions for Choosing AI Strategy
- Use Case doesn't mention Changing/Choosing AI Strategy
Part 2: Design Decisions, MSCs, Object Specifications, Class Diagrams
- Object Specification well structured
- Some of the MSCs have too much detail
Part 3:
A-Networking
- Works
B - GUI
- Good Gui
C- Game Rules
- Couldn't find if trading was implemented
- In a network game a player could go through all ages while the other players are still in Age 1
Part 4:
A
- Well documented pattern use and decent AI strategies
- Chosen at start of game, when creating
B
- Good Strategies, But all AI use the same strategy in a given game and chosen at start of game
Team 4
Part 1: Requirements, UCs, UCMs, Unbound UCMs
- Good Coverage on Requirements and Assumptions
- Assumptions well thought out
Part 2: Design Decisions, MSCs, Object Specifications, Class Diagrams
- Good Object Specification
- Nice Screen mock-ups of the game
- Good MSCs
Part 3:
A-Networking
-Well Done
B - GUI
- Easy to understand how it works
C- Game Rules
- Game Rules Supported
Part 4:
A
- Well documented pattern use and good AI strategies
- AI Strategy chosen when creating AI
B
- Multiple complete dynamic Strategies
Team 6
Part 1: Requirements, UCs, UCMs, Unbound UCMs
- good coverage of requirements
- Good set of Use Cases
- UC-02 or UC-03 Should mention adding AI Players
- AI strategy chosen at random so can't pick AI strategy
Part 2: Design Decisions, MSCs, Object Specifications, Class Diagrams
-Object Specification is good
- MSC is done at a low level
Part 3:
A-Networking
- Multiplayer works
B - GUI
- Great GUI, like how they show when other players have made their move
C- Game Rules
- Rules Implemented
Part 4:
A
- Strategies Randomly Chosen, but good set of strategies
B
- Many strategies focus on Specific cards, but have one that looks at other players and all cards
Team 8
Part 1: Requirements, UCs, UCMs, Unbound UCMs
- UC-01 and UC-05 Should state where in the sequence they should be placed
- Alternative scenarios should be more detailed
- Use Cases cover relevant cases
- Assumptions listed are just rewording of Requirements for the most part
- Some of the requirements listed are unnecessary/specific
- AI Strategy selection is random
Part 2: Design Decisions, MSCs, Object Specifications, Class Diagrams
- Good High Level MSC Chart, but should be more traceable to code
- Good well organized Object Specification
Part 3:
A-Networking
- Can't play a Networked Game but can connect with other games running
B - GUI
- Decent GUI, not obvious how to play, problems when I was testing, didn't show who won at end
C- Game Rules
- AI can Trade, Build Wonders, Use Powers, but Human Players cannot
- Everything else seems to work
Part 4:
A
- What Patterns used not mentioned in Doc
- AI strategies randomly chosen at start of game
B
- A couple of simple strategies, and one more dynamic complete strategy
Team 10
Part 1: Requirements, UCs, UCMs, Unbound UCMs
- NFRs a bit specific
- FRs provide a good coverage
- Use Cases chosen could be combined, but Use Cases cover game
- Use Cases don't cover choosing ai strategy
Part 2: Design Decisions, MSCs, Object Specifications, Class Diagrams
- Object Specification well organized
- Minimal MSCs,
Part 3:
A-Networking
- Not Implemented
B - GUI
- Unclear what does what at a glance, or when you can trade
- Final scoreboard unclear
- Text can be hard to read
C- Game Rules
- Implemented, but can build an infinite amount of wonder stages once 3rd is built
Part 4:
A
- Choose strategy at run time, use Strategy pattern
B
- Dynamic Substitution but Trivial Strategies
Team 12
Part 1: Requirements, UCs, UCMs, Unbound UCMs
- Use Cases don't mention that strategy is chosen when AI created
Part 2: Design Decisions, MSCs, Object Specifications, Class Diagrams
- Use a couple of design patterns
- MSCs low level
Part 3:
A-Networking
- Works
B - GUI
- Good GUI
- Easy to see what resources opponents have at a glance
- Would be better if it was more evident if Guild Cards work
C- Game Rule
- Hard to tell if Guild cards work
- When should given a choice between resources you get both
Part 4:
A
- Use the strategy Pattern, But don't talk about ai strategies used in doc, but goes into detail on how AI is
implemented
B
- 1 complete dynamic strategy but many that focus on specific cards
Team 14
Part 1: Requirements, UCs, UCMs, Unbound UCMs
- Good coverage by requirements
- Some NFRs too specific/unnecessary or should be a FR
- Use Cases cover the important ones for a game, missing choosing AI Strategy
- Good Traceability in Use Case Descriptions
Part 2: Design Decisions, MSCs, Object Specifications, Class Diagrams
- Combined the MSCs in with a basic Object Specification
- Covers more then what is implemented
- Cover Patterns they use
Part 3:
A-Networking
- Not Implemented
B - GUI
- Looks Good
- Cannot see what resources you have easily
C- Game Rules
- Rules implemented
Part 4:
A
- Used strategy Pattern
- extensive set of strategies, chosen when creating AI
B
- Some trivial strategies but several complete strategies
Team 16
Part 1: Requirements, UCs, UCMs, Unbound UCMs
- FRs very thorough excellent coverage
- Use Cases are Relevant
- Missing AI related content in Use Cases
- A Use case for playing a turn would have been useful, or more detail in the Player Plays Game use case
for the possible actions in a turn
Part 2: Design Decisions, MSCs, Object Specifications, Class Diagrams
- Detailed MSCs, but problems tracing it back to code
- Problems with traceability back to code for UCM
- First 3 Stages in Design Strategies section the same
- Do not mention all patterns they use
Part 3:
A-Networking
- Can connect, but can't play a game
B - GUI
- Clean GUI
- No Functionality with Game Logic
C- Game Rules
- Could not play a game, Game rules shown through tests only
Part 4:
A
- No Pattern used for AI, its hard coded, minimal written in design decision part
B
- If game had worked AI is randomly selected, from trivial strategies
Team 18
Part 1: Requirements, UCs, UCMs, Unbound UCMs
- Same as Iteration 1 Part 3
Part 2: Design Decisions, MSCs, Object Specifications, Class Diagrams
- Same as Iteration 1 Part 3
Part 3:
A-Networking
- Same as Iteration 1 Part 3
B - GUI
- Basic GUI
C- Game Rules
- Same as Iteration 1 Part 3
Part 4:
A
- Not Done
B
- Not Done
Team 20
Part 1: Requirements, UCs, UCMs, Unbound UCMs
- Use Case Covers setting AI difficulty, missing FR dealing with AI with different strategies
- Use Case Names should be renamed, but cover all the cases for the game
Part 2: Design Decisions, MSCs, Object Specifications, Class Diagrams
- MSCs correspond well to Use Cases, but some traceability issues with code
- Minimal mentions of design patterns used
- Good Traceability of UCM to code
Part 3:
A-Networking
- Not Fixed
B - GUI
- Trading Window breaks when trading multiple items sometimes
C- Game Rules
- Most rules implemented
- Problem with implementation of powers, either don't work or cause game to stop working correctly
Part 4:
A
- Used strategy Pattern
- Extensive set of strategies, chosen when creating AI players at start of game
B
- Contain multiple dynamic strategies
Team 22
Part 1: Requirements, UCs, UCMs, Unbound UCMs
- Good coverage by Requirements, some could be eliminated or combined into one
- No Traceability of Responsibilities/UCMs to either Use Cases or FRs
- No Alternative Scenarios
- No references to AI in use Cases
Part 2: Design Decisions, MSCs, Object Specifications, Class Diagrams
- Minimal information on any patterns used
Part 3:
A-Networking
- Works
B - GUI
- Clean GUI, easy to know how to play
C- Game Rules
- Missing, Trading, Guild Cards, and the ability to build wonders
Part 4:
A
- No Documentation in Design decision about AI, appears hardwired
B
- 1 strategy hardwired, strategy is select random card
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