Abstract

This paper shall describe how Empirical Modelling was used in constructing a small simulation of a frisbee game. The purpose of the paper is to publish why Empirical Modelling is distinct from other forms of software development. What makes it so different? For what reasons should Empirical Modelling be a widely accepted form of creating software artifacts?

The document will state what aspects of Empirical Modelling were particularly useful in the construction of the frisbee model. How does Empirical Modelling help in constructing models in general? Does it help at all? If Empirical Modelling was not suitable for building the model, why not? Would these failings be important in the development of other models?

The paper shall highlight how the development of the EM model would differ from the development of an object-oriented equivalent. Is there a noticable improvement over the current accepted way by which software is engineered?