This document discusses various design patterns that could be used to model player management in a game including creating player info, attributes, factories, builders, prototypes, singletons, adapters, bridges, composites, decorators, facades, flyweights, proxies, chain of responsibility, commands, iterators, mediators, mementos, observers, states, strategies, templates, and visitors. It provides examples of how each pattern could be applied to common issues that may arise such as generating players, handling different data formats, combining properties, relationships between parts and wholes, adding new properties over time, performing calculations, tracking history, updating values, and modeling state changes.