Evaluating Pattern Catalogs - The Computer Games Experience
- Maria Cutimisu
- Curtis Onuczko
- Duane Szafron, UofA CS
- Jonathan Schaeffer, Department of Computing Science, University of Alberta
- Matthew McNaughton, Dept. of Computing Science UofA
- Thomas Roy
- Jeff Siegel
- Mike Carbonaro
Patterns and pattern catalogs (pattern languages) have been proposed as a mechanism for re-use. Traditionally, patterns have been used to foster design re-use, and generative design patterns have been used to achieve both design and code re-use. In theory, a pattern catalog could be created and used to provide re-usable patterns within a project and across a group of related projects. This idea raises a natural question. How can we measure the effectiveness of a pattern catalog or compare the effectiveness of different pattern catalogs? In this paper, we define four metrics that can be used to measure the effectiveness of pattern catalogs. We illustrate these metrics by applying them to a case study that uses a pattern catalog of generative design patterns to generate scripting code for computer games. The metrics are general enough to assess any pattern catalog, independent of application domain or whether the patterns are generative or descriptive.
Citation
M. Cutimisu, C. Onuczko, D. Szafron, J. Schaeffer, M. McNaughton, T. Roy, J. Siegel, M. Carbonaro. "Evaluating Pattern Catalogs - The Computer Games Experience". International Conference on Software Engineering (ICSE), pp 132-141, January 2006.Keywords: | machine learning |
Category: | In Conference |
BibTeX
@incollection{Cutimisu+al:ICSE06, author = {Maria Cutimisu and Curtis Onuczko and Duane Szafron and Jonathan Schaeffer and Matthew McNaughton and Thomas Roy and Jeff Siegel and Mike Carbonaro}, title = {Evaluating Pattern Catalogs - The Computer Games Experience}, Pages = {132-141}, booktitle = {International Conference on Software Engineering (ICSE)}, year = 2006, }Last Updated: November 30, 2006
Submitted by Valerie Dacyk