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