Example of a Problem Statement: Introduction into ARENA

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Presentation transcript:

Example of a Problem Statement: Introduction into ARENA Instructor Date

Outline Problem Statement Functional Requirements Nonfunctional Requirements User Interface Object Model System Decomposition Deployment

Problem Statement The problem statement is developed by the client as a description of the problem addressed by the system A problem statement describes The current situation The objectives The functionality the new system should support The environment in which the system will be deployed Deliverables expected by the client Delivery dates A set of acceptance criteria.

Ingredients of a Problem Statement Current situation The problem to be solved Description of one or more scenarios Objectives Requirements Functional and nonfunctional requirements Constraints (“pseudo requirements”) Target environment The environment in which the delivered system has to perform a specified set of system tests Project schedule Major milestones including deadline for delivery Client acceptance criteria Criteria for the system tests.

Current situation: The problem to be solved There is a problem in the current situation Examples: The response time when playing chess is too slow. I want to play Go, but cannot find players on my level. What has changed? Why can address the problem now? Change in the application domain A new function (business process) is introduced into the business Change in the solution domain A new solution (technology enabler) has appeared Change in the application domain There has been a change, either in the application domain or in the solution domain A new function (business process) is introduced into the business Example: We can play highly interactive games with remote people Change in the solution domain A new solution (technology enabler) has appeared Example: The internet allows the creation of virtual communities.

ARENA: The Current Situation The Internet has enabled virtual communities Multi-player computer games now include support for virtual communities Players can receive news about game upgrades, new game levels, announcement of matches and scores Currently each game company develops such community support in each individual game Each company uses a different infrastructure, different concepts, and provides different levels of support This redundancy leads to problems: High learning curve for players joining a community Game companies develop the support from scratch Advertisers contact each community separately. The Internet has enabled virtual communities Groups of people sharing common of interests but who have never met each other in person. Such virtual communities can be short lived (e.g people in a chat room or playing a multi player game) or long lived (e.g., subscribers to a mailing list).

ARENA: The Objectives Provide a generic infrastructure to Support virtual game communities. Register new games Register new players Organize tournaments Keeping track of the players scores. Provide a framework for tournament organizers to customize the number and sequence of matchers and the accumulation of expert rating points. Provide a framework for game developers for developing new games, or for adapting existing games into the ARENA framework. Provide an infrastructure for advertisers.

ARENA: The Objectives (2) Provide a framework for tournament organizers to customize the number and sequence of matchers and the accumulation of expert rating points Provide a framework for game developers for developing new games, or for adapting existing games into the ARENA framework Provide an infrastructure for advertisers.

ARENA Functional Requirements Spectators must be able to watch matches in progress without prior registration and without prior knowledge of the match The operator must be able to add new games. Usability “The system must support 10 parallel tournaments, Each involving up to 64 players and several hundreds of spectators.” Performance “The operator must be able to add new games without modifications to the existing system.” Supportability

ARENA Nonfunctional Requirements The system must support 10 parallel tournaments, Each involving up to 64 players and several hundreds of spectators. The ARENA server must be available 24 hours a day The operator must be able to add new games without modifications to the existing system ARENA must be able to dynamically interface to existing games provided by other game developers.

Constraints Constraint: Any client restriction on the solution domain and project management Sometimes also called Pseudo Requirements Constraints restrict the solution space Example of constraints Delivery constraints (“must be delivered before Christmas”) Organizational constraints (“must have a separate testing team”) Implementation constraints (“must be written in Cobol”) Target platform constraints (“must run on Windows 98”)

ARENA Target Environment Example: Users must be able to run ARENA games as applets in any Web Browser The web page must be validated through the W3C Markup Validation Service Interaction with the ARENA Server must be via HTTP/1.1. To be distinguished from development environment “Prototypes will be built with Revolution 2.6.1” “Games will be tested with Internet Explorer and Firefox” “The implementation language will be Java 1.4.2.” “The IDE will be Eclipse 3.2”

Project Schedule The project schedule is an optional part of the problem statement Managerial information Often the seed for the schedule in the software project management plan. Lists only major milestones negotiated with the client 3 to 4 dates (fixed dates!) Example: Project-kickoff April 15 System review May 15 Review of first prototype Jun 10 Client acceptance test July 30

Client Acceptance Criteria The system supports 10 parallel tournaments with 64 players and 10 spectators per tournament The client supports the games Tic-Tac-Toe and Asteroids The average response time for a command issued by a client is less than 1 second The average up-time of the ARENA server during one week of testing is 95%.

(Initial) ARENA Models Subsystem Decomposition User Interface of Client User Interface of Server Object Model

ARENA Subsystem Decomposition User Interface Tournament Advertisement User Management Component Management User Directory Tournament Statistics Session Management

ARENA Object Model Game Tournament Style League KOStyle Tournament RoundRobin Round Player Match

ARENA Object Model (2) Game TicTacToe TournamentStyle League Asteroids KOStyle Tournament RoundRobin Round Player Move Match MatchPanel Factory creates MatchPanel

ARENA Instance-Diagram

ARENA User Interface (Client)

ARENA User Interface (Server)

More Information on ARENA The ARENA Website: http://sysiphus.in.tum.de/arena The ARENA case study is described at the end of each chapter, starting with Chapter 4 Read Chapter 4.6