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What's the best way to resolve a combinatorial explosion of interactions?

One of the things I'm working on right now has some similarities to a game. For purposes of illustration, I'm going to explain my problem using an example drawn from a fictitious, hypothetical game.

Let's call it DeathBlaster 4: The Deathening. In DB4, you have a number of Ship objects which periodically and randomly encounter Phenomena as they travel. A given Phenomenon may have zero, one, or more Effects on a Ship that encounters it. For example, we might have four kinds of Ships and three kinds of Phenomena.

                              Phenomena
              ==========================================
Ships         GravityWell     BlackHole      NebulaField
------------  ------------------------------------------
RedShip       +20% speed      -50% power     -50% shield
BlueShip      no effect       invulnerable   death              Effects of Various
GreenShip     -20% speed      death          +50% shield        Phenomena on Ships
YellowShip    death           +50% power     no effect    

Additionally, Effects may interact with each other. For example, a GreenShip that is in both a GravityWell and a NebulaField may derive some kind of synergy between the generated SpeedEffect and ShieldEffect. In such cases, the synergistic effect is itself an Effect -- for example, there might be a PowerLevelSynergyEffect that results from this interaction. No information other than the set of Effects acting on a Ship is needed to resolve what the final result should be.

You may begin to see a problem emerging here. As a naive first approach, either every Ship will have to know how to handle every Phenomenon, or every Phenomenon will have to know about every Ship. This is obviously unacceptable, so we would like to move these responsibilities elsewhere. Clearly there's at least one external class here, perhaps a Mediator or Visitor of some sort.

But what's the best way to do that? The ideal solution will probably have these properties:

  • It's just as easy to add a new Ship as it is to add a new Phenomenon.
  • Interactions that produce no effect are the default and don't require additional code to represent. Convention over configuration.
  • Understands how Effects interact with each other and is capable of managing these interactions to decide what the final result will be.

I've already decided what my approach will be, I think, but I'm interested to hear what the best-design consensus is. Where would you start? What avenues would you explore?



Follow-up update: Thanks for your responses, everybody. Here's what I wound up doing. My main observation was that the number of different Effects seems to be small relative to the number of possible Phenomena × Ships interactions. That is, although there are many possible combinations of interactions, the number of kinds of results of those interactions is a smaller number.

You can see that, for example, although there are 12 interaction combinations in the table, there are only five kinds of effects: modifications to speed, modifications to power, modifications to shield, invulnerability, death.

I introduced a third class, the InteractionResolver, to determine the result of interactions. It contains a dictionary that maps Ship-Phenomenon pairs to Effects (which are basically a delegate that performs the effect and some metadata). Each Ship is handed an EffectStack corresponding to the Effects it's experiencing when the result of computing the interaction is complete.

Ships then use the EffectStack to determine the actual result of the Effects on them, by adding modifiers to their existing attributes and properties.

I like this because:

  • Ships never need to know about Phenomena.
  • The complexity of the Ship-Phenomena relationship is abstracted into the InteractionResolver.
  • The details of how to resolve multiple and possibly complex effects is abstracted away by the InteractionResolver. Ships only have to apply the effects as necessary.
  • This enables additional useful refactorings. For example, the way in which a ship processes effects could be differentiated by making an EffectProcessorStrategy. The default might be to process all effects, but, say, a BossShip might ignore minor effects by having a different EffectProcessorStrategy.
like image 521
John Feminella Avatar asked Mar 25 '09 23:03

John Feminella


1 Answers

An interesting potential option would be to use a variant of the Visitor Pattern.

Judith Bishop and R. Nigel Horspool wrote a paper about design pattern efficiency in which they explained various variants on the classic visitor pattern using C# 3 features.

In particular, I would take a look at how they work with delegates to handle the visitor pattern. Using a list or stack of delegates could potentally give you an interesting way to handle multiple effects from multiple objects, and be much easier to extend either side of the class hierarchy (add ships or add effects) without huge breaking code changes.

like image 129
Reed Copsey Avatar answered Oct 18 '22 03:10

Reed Copsey