//
// $Source: /cvsroot/gambit/gambit/sources/libgambit/behavitr.cc,v $
// $Date: 2006/08/17 02:36:25 $
// $Revision: 1.8 $
//
// DESCRIPTION:
// Implementation of extensive form action iterators
//
// 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.
//
#include "libgambit.h"
namespace Gambit {
BehavIterator::BehavIterator(const BehavSupport &p_support)
: m_atEnd(false), m_support(p_support),
m_currentBehav(p_support.GetGame()->NumInfosets()),
m_profile(p_support.GetGame()),
m_frozenPlayer(0), m_frozenInfoset(0),
m_numActiveInfosets(m_support.GetGame()->NumPlayers())
{
for (int pl = 1; pl <= m_support.GetGame()->NumPlayers(); pl++) {
GamePlayer player = m_support.GetGame()->GetPlayer(pl);
m_numActiveInfosets[pl] = 0;
Array<bool> activeForPl(player->NumInfosets());
for (int iset = 1; iset <= player->NumInfosets(); iset++) {
activeForPl[iset] = m_support.MayReach(player->GetInfoset(iset));
m_numActiveInfosets[pl]++;
}
m_isActive.Append(activeForPl);
}
First();
}
BehavIterator::BehavIterator(const BehavSupport &p_support,
const GameAction &p_action)
: m_atEnd(false), m_support(p_support),
m_currentBehav(p_support.GetGame()->NumInfosets()),
m_profile(p_support.GetGame()),
m_frozenPlayer(p_action->GetInfoset()->GetPlayer()->GetNumber()),
m_frozenInfoset(p_action->GetInfoset()->GetNumber()),
m_numActiveInfosets(m_support.GetGame()->NumPlayers())
{
for (int pl = 1; pl <= m_support.GetGame()->NumPlayers(); pl++) {
GamePlayer player = m_support.GetGame()->GetPlayer(pl);
m_numActiveInfosets[pl] = 0;
Array<bool> activeForPl(player->NumInfosets());
for (int iset = 1; iset <= player->NumInfosets(); iset++) {
activeForPl[iset] = p_support.MayReach(player->GetInfoset(iset));
m_numActiveInfosets[pl]++;
}
m_isActive.Append(activeForPl);
}
m_currentBehav(p_action->GetInfoset()->GetPlayer()->GetNumber(),
p_action->GetInfoset()->GetNumber()) = p_support.GetIndex(p_action);
m_profile.SetAction(p_action);
First();
}
void BehavIterator::First(void)
{
for (int pl = 1; pl <= m_support.GetGame()->NumPlayers(); pl++) {
for (int iset = 1; iset <= m_support.GetGame()->GetPlayer(pl)->NumInfosets(); iset++) {
if (pl != m_frozenPlayer && iset != m_frozenInfoset) {
m_currentBehav(pl, iset) = 1;
if (m_isActive[pl][iset]) {
m_profile.SetAction(m_support.GetAction(pl, iset, 1));
}
}
}
}
}
void BehavIterator::operator++(void)
{
int pl = m_support.GetGame()->NumPlayers();
while (pl > 0 && m_numActiveInfosets[pl] == 0)
--pl;
if (pl == 0) {
m_atEnd = true;
return;
}
int iset = m_support.GetGame()->GetPlayer(pl)->NumInfosets();
while (true) {
if (m_isActive[pl][iset] &&
(pl != m_frozenPlayer || iset != m_frozenInfoset))
if (m_currentBehav(pl, iset) < m_support.NumActions(pl, iset)) {
m_profile.SetAction(m_support.GetAction(pl, iset,
++m_currentBehav(pl, iset)));
return;
}
else {
m_currentBehav(pl, iset) = 1;
m_profile.SetAction(m_support.GetAction(pl, iset, 1));
}
iset--;
if (iset == 0) {
do {
--pl;
} while (pl > 0 && m_numActiveInfosets[pl] == 0);
if (pl == 0) {
m_atEnd = true;
return;
}
iset = m_support.GetGame()->GetPlayer(pl)->NumInfosets();
}
}
}
} // end namespace Gambit
syntax highlighted by Code2HTML, v. 0.9.1