//
// $Source: /cvsroot/gambit/gambit/sources/tools/enumpoly/nfghs.h,v $
// $Date: 2006/07/20 16:23:15 $
// $Revision: 1.2 $
//
// DESCRIPTION:
// Compute Nash equilibria via heuristic search on game supports
// (Porter, Nudelman & Shoham, 2004)
// Implement by Litao Wei
//
// This file is part of Gambit
// Copyright (c) 2006, Litao Wei and 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 NFGHS_H
#define NFGHS_H
#include "libgambit/libgambit.h"
using namespace Gambit;
class gbtNfgHs {
private:
int m_stopAfter;
bool m_iteratedRemoval;
int m_removalWhenUninstantiated;
std::string m_ordering;
#ifdef DEBUG
std::ostream m_logfile;
#endif // DEBUG
int minActions;
int maxActions;
int numPlayers;
Gambit::Array < int > numActions;
void Initialize(Game game);
void Cleanup(Game game);
void SolveSizeDiff(Game game, Gambit::List < MixedStrategyProfile < double > > & solutions,
int size, int diff);
bool SolveSupportSizeProfile(Game game, Gambit::List < MixedStrategyProfile < double > > & solutions,
const Gambit::Array < int > & supportSizeProfile);
void GetSupport(Game game, int playerIdx, const Vector < int > & support,
Gambit::Array<GameStrategy> & supportBlock);
bool UpdatePlayerSupport(Game game, int playerIdx, Gambit::PVector < int > & playerSupport);
bool RecursiveBacktracking(Game game, Gambit::List < MixedStrategyProfile < double > > & solutions,
Gambit::Array < Gambit::Array < GameStrategy > > & uninstantiatedSupports,
Gambit::Array < Gambit::Array < Gambit::Array < GameStrategy > > > & domains, int idxNextSupport2Instantiate);
bool IteratedRemovalStrictlyDominatedStrategies(Game game,
Gambit::Array < Gambit::Array < Gambit::Array < GameStrategy > > > & domains);
void GetDomainStrategies(Gambit::Array < Gambit::Array < Gambit::Array < GameStrategy > > > & domains,
Gambit::Array < Gambit::Array < GameStrategy > > & domainStrategies);
bool IsConditionalDominatedBy(StrategySupport & dominatedGame, Gambit::Array < Gambit::Array < GameStrategy > > & domainStrategies,
const GameStrategy &strategy, const GameStrategy &checkStrategy, bool strict);
bool IsConditionalDominated(StrategySupport & dominatedGame,
Gambit::Array<Gambit::Array<GameStrategy> > & domainStrategies,
const GameStrategy &strategy, bool strict);
bool RemoveFromDomain(Gambit::Array<Gambit::Array<Gambit::Array<GameStrategy> > > & domains,
Gambit::Array<Gambit::Array<GameStrategy> > & domainStrategies, int player, int removeStrategyIdx);
bool FeasibilityProgram(Game game, Gambit::List<MixedStrategyProfile < double > > & solutions,
Gambit::Array < Gambit::Array < GameStrategy > > & uninstantiatedSupports);
public:
gbtNfgHs(int = 1);
virtual ~gbtNfgHs() {
}
int StopAfter(void)const {
return m_stopAfter;
}
void SetStopAfter(int p_stopAfter) {
m_stopAfter = p_stopAfter;
}
bool IteratedRemoval(void)const {
return m_iteratedRemoval;
}
void SetIteratedRemoval(bool p_iteratedRemoval) {
m_iteratedRemoval = p_iteratedRemoval;
}
int RemovalWhenUninstantiated(void)const {
return m_removalWhenUninstantiated;
}
void SetRemovalWhenUninstantiated(int p_removalWhenUninstantiated) {
m_removalWhenUninstantiated = p_removalWhenUninstantiated;
}
std::string Ordering(void)const {
return m_ordering;
}
void SetOrdering(std::string p_ordering) {
m_ordering = p_ordering;
}
void Solve(Game);
};
#endif // NFGHS_H
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