⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 efg.h

📁 Gambit 是一个游戏库理论软件
💻 H
字号:
//// $Source: /home/gambit/CVS/gambit/sources/game/efg.h,v $// $Date: 2002/09/16 18:01:54 $// $Revision: 1.6.2.1 $//// DESCRIPTION:// Interface to extensive form representation class//// This file is part of Gambit// Copyright (c) 2002, The Gambit Project//// This program is free software; you can redistribute it and/or modify// it under the terms of the GNU General Public License as published by// the Free Software Foundation; either version 2 of the License, or// (at your option) any later version.//// This program is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the// GNU General Public License for more details.//// You should have received a copy of the GNU General Public License// along with this program; if not, write to the Free Software// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.//#ifndef EFG_H#define EFG_H#include "base/base.h"#include "math/gnumber.h"#include "math/gpvector.h"class EFPlayer;class Infoset;class Node;class Action;class EFSupport;class Lexicon;class Nfg;template <class T> class BehavProfile;template <class T> class MixedProfile;template <class T> class PureBehavProfile;class efgOutcome;class efgGame {private:  friend class EfgFileReader;  friend class EfgFile;  friend class Nfg;  friend class Node;  friend class BehavProfile<double>;  friend class BehavProfile<gRational>;  friend class BehavProfile<gNumber>;  protected:  bool sortisets;  mutable bool m_dirty;  mutable long m_revision;  mutable long m_outcome_revision;  gText title, comment;  gBlock<EFPlayer *> players;  gBlock<efgOutcome *> outcomes;  Node *root;  EFPlayer *chance;  mutable Nfg *afg;  mutable Lexicon *lexicon;    // this is for use with the copy constructor  void CopySubtree(Node *, Node *);  void CopySubtree(Node *, Node *, Node *);  void MarkSubtree(Node *);  void UnmarkSubtree(Node *);  void SortInfosets(void);  void NumberNodes(Node *, int &);    void DeleteLexicon(void) const;  efgOutcome *NewOutcome(int index);  void WriteEfgFile(gOutput &, Node *) const;  void Payoff(Node *n, gNumber, const gPVector<int> &, gVector<gNumber> &) const;  void Payoff(Node *n, gNumber, const gArray<gArray<int> *> &, gArray<gNumber> &) const;    void InfosetProbs(Node *n, gNumber, const gPVector<int> &, gPVector<gNumber> &) const;          // These are used in identification of subgames  void MarkTree(Node *, Node *);  bool CheckTree(Node *, Node *);  void MarkSubgame(Node *, Node *);  // Recursive calls  void DescendantNodes(const Node *, const EFSupport &, 		       gList<Node *> &) const;  void NonterminalDescendants(const Node *, const EFSupport&, 			      gList<const Node*> &) const;  void TerminalDescendants(const Node *, const EFSupport&, 			   gList<Node *> &) const;public:  class Exception : public gException   {  public:    virtual ~Exception()   { }    gText Description(void) const    { return "Efg error"; }  };  efgGame(void);  efgGame(const efgGame &, Node * = 0);  virtual ~efgGame();    // TITLE ACCESS AND MANIPULATION  void SetTitle(const gText &s);  const gText &GetTitle(void) const;    void SetComment(const gText &);  const gText &GetComment(void) const;  // WRITING DATA FILES  void WriteEfgFile(gOutput &p_file, int p_nDecimals) const;  // DATA ACCESS -- GENERAL INFORMATION  bool IsConstSum(void) const;   long RevisionNumber(void) const { return m_revision; }  bool IsDirty(void) const { return m_dirty; }  void SetIsDirty(bool p_dirty) { m_dirty = p_dirty; }  gNumber MinPayoff(int pl = 0) const;  gNumber MaxPayoff(int pl = 0) const;    Node *RootNode(void) const;  bool IsSuccessor(const Node *n, const Node *from) const;  bool IsPredecessor(const Node *n, const Node *of) const;  gArray<int> PathToNode(const Node *) const;  //    const Node* Consequence(const Node&, Action&) const;  gList<Node *> DescendantNodes(const Node&, const EFSupport&) const;  gList<const Node*> NonterminalDescendants(const Node&, 					    const EFSupport&) const;  gList<Node *> TerminalDescendants(const Node&, 				    const EFSupport&) const;  gList<Node *> TerminalNodes(void) const;  gList<Infoset*> DescendantInfosets(const Node&, const EFSupport&) const;  const gArray<Node *> &Children(const Node *n) const;  int NumChildren(const Node *n) const;  // DATA ACCESS -- PLAYERS  int NumPlayers(void) const;  EFPlayer *GetChance(void) const;  EFPlayer *NewPlayer(void);  const gArray<EFPlayer *> &Players(void) const  { return players; }  // DATA ACCESS -- INFOSETS  gBlock<Infoset *> Infosets(void) const;  // DATA ACCESS -- OUTCOMES  int NumOutcomes(void) const;  efgOutcome *GetOutcome(int index) const;  efgOutcome *NewOutcome(void);  void DeleteOutcome(efgOutcome *);  efgOutcome *GetOutcome(const Node *const) const;  void SetOutcome(Node *, efgOutcome *);    void SetOutcomeName(efgOutcome *, const gText &);  const gText &GetOutcomeName(efgOutcome *) const;   // EDITING OPERATIONS  Infoset *AppendNode(Node *n, EFPlayer *p, int br);  Infoset *AppendNode(Node *n, Infoset *s);  Node *DeleteNode(Node *n, Node *keep);  Infoset *InsertNode(Node *n, EFPlayer *p, int br);  Infoset *InsertNode(Node *n, Infoset *s);  Infoset *CreateInfoset(EFPlayer *pl, int br);  bool DeleteEmptyInfoset(Infoset *);  void DeleteEmptyInfosets(void);  Infoset *JoinInfoset(Infoset *s, Node *n);  Infoset *LeaveInfoset(Node *n);  Infoset *SplitInfoset(Node *n);  Infoset *MergeInfoset(Infoset *to, Infoset *from);  Infoset *SwitchPlayer(Infoset *s, EFPlayer *p);    Node *CopyTree(Node *src, Node *dest);  Node *MoveTree(Node *src, Node *dest);  Node *DeleteTree(Node *n);  Action *InsertAction(Infoset *s);  Action *InsertAction(Infoset *s, const Action *at);  Infoset *DeleteAction(Infoset *s, const Action *a);  void Reveal(Infoset *, const gArray<EFPlayer *> &);  void SetChanceProb(Infoset *, int, const gNumber &);  gNumber GetChanceProb(Infoset *, int) const;  gNumber GetChanceProb(const Action *) const;  gArray<gNumber> GetChanceProbs(Infoset *) const;  void SetPayoff(efgOutcome *, int pl, const gNumber &value);  gNumber Payoff(efgOutcome *, const EFPlayer *) const;  gNumber Payoff(const Node *, const EFPlayer *) const;  gArray<gNumber> Payoff(efgOutcome *) const;  void InitPayoffs(void) const;    bool IsLegalSubgame(Node *n);  void MarkSubgames(void);  void MarkSubgames(const gList<Node *> &list);  bool MarkSubgame(Node *n);  void UnmarkSubgame(Node *n);  void UnmarkSubgames(Node *n);  int ProfileLength(void) const;  int TotalNumInfosets(void) const;  gArray<int>   NumInfosets(void) const;  // Does not include chance infosets  int           NumPlayerInfosets(void) const;  int           NumChanceInfosets(void) const;  gPVector<int> NumActions(void) const;  int           NumPlayerActions(void) const;  int           NumChanceActions(void) const;  gPVector<int> NumMembers(void) const;    // COMPUTING VALUES OF PROFILES  void Payoff(const gPVector<int> &profile, gVector<gNumber> &payoff) const;  void Payoff(const gArray<gArray<int> *> &profile,	      gArray<gNumber> &payoff) const;  void InfosetProbs(const gPVector<int> &profile, gPVector<gNumber> &prob) const;      Nfg *AssociatedNfg(void) const;  Nfg *AssociatedAfg(void) const;  Lexicon *GetLexicon(void) const { return lexicon; }  friend Nfg *MakeReducedNfg(const EFSupport &);  friend Nfg *MakeAfg(const efgGame &);  // These are auxiliary functions used by the .efg file reader code  Infoset *GetInfosetByIndex(EFPlayer *p, int index) const;  Infoset *CreateInfosetByIndex(EFPlayer *p, int index, int br);  efgOutcome *GetOutcomeByIndex(int index) const;  efgOutcome *CreateOutcomeByIndex(int index);  void Reindex(void);  Infoset *CreateInfoset(int n, EFPlayer *pl, int br);};//#include "behav.h"#include "efplayer.h"#include "infoset.h"#include "node.h"class efgOutcome   {friend class efgGame;friend class BehavProfile<double>;friend class BehavProfile<gRational>;friend class BehavProfile<gNumber>;protected:  efgGame *m_efg;   int m_number;  gText m_name;  gBlock<gNumber> m_payoffs;  gBlock<double> m_doublePayoffs;  efgOutcome(efgGame *p_efg, int p_number)    : m_efg(p_efg), m_number(p_number),       m_payoffs(p_efg->NumPlayers()), m_doublePayoffs(p_efg->NumPlayers())    { }  ~efgOutcome()  { }public:  efgGame *GetGame(void) const { return m_efg; }};efgGame *ReadEfgFile(gInput &);template <class T> class PureBehavProfile   {  protected:    const efgGame *E;    gArray<gArray<const Action *> *> profile;    //    void IndPayoff(const Node *n, const int &pl, const T, T &) const;    // This aims at efficiency, but leads to a problem described in behav.imp    void Payoff(const Node *n, const T, gArray<T> &) const;    void InfosetProbs(Node *n, T, gPVector<T> &) const;  public:    PureBehavProfile(const efgGame &);    PureBehavProfile(const PureBehavProfile<T> &);    ~PureBehavProfile();    // Operators    PureBehavProfile<T> &operator=(const PureBehavProfile<T> &);    T operator()(Action *) const;    // Manipulation    void Set(const Action *);    void Set(const EFPlayer *, const gArray<const Action *> &);    // Information    const Action *GetAction(const Infoset *) const;        const T Payoff(efgOutcome *, const int &pl) const;    const T ChanceProb(const Infoset *, const int &act) const;        const T Payoff(const Node *, const int &pl) const;  //    T    Payoff(const int &pl) const;    void Payoff(gArray<T> &payoff) const;    void InfosetProbs(gPVector<T> &prob) const;    efgGame &GetGame(void) const   { return const_cast<efgGame &>(*E); }};#include "efgutils.h"#endif   // EFG_H

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -