//
// $Source: /cvsroot/gambit/gambit/sources/tools/enumpoly/sfg.h,v $
// $Date: 2006/01/07 06:37:21 $
// $Revision: 1.12 $
//
// DESCRIPTION:
// Interface to sequence form classes
//
// 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 SFG_H
#define SFG_H
#include "libgambit/libgambit.h"
#include "odometer.h"
#include "gnarray.h"
#include "sfstrat.h"
class Sfg {
private:
Gambit::Game EF;
const Gambit::BehavSupport &efsupp;
Gambit::Array<SFSequenceSet *> *sequences;
gNArray<Gambit::Array<Gambit::Rational> *> *SF; // sequence form
Gambit::Array<Gambit::RectArray<Gambit::Rational> *> *E; // constraint matrices for sequence form.
Gambit::Array<int> seq;
Gambit::PVector<int> isetFlag,isetRow;
Gambit::Array<Gambit::List<Gambit::GameInfoset> > infosets;
void MakeSequenceForm(const Gambit::GameNode &, Gambit::Rational,Gambit::Array<int>, Gambit::Array<Gambit::GameInfoset>,
Gambit::Array<Sequence *>);
void GetSequenceDims(const Gambit::GameNode &);
public:
Sfg(const Gambit::BehavSupport &);
virtual ~Sfg();
inline int NumSequences(int pl) const {return seq[pl];}
inline int NumInfosets(int pl) const {return infosets[pl].Length();}
inline Gambit::Array<int> NumSequences() const {return seq;}
int TotalNumSequences() const;
int NumPlayerInfosets() const;
inline int NumPlayers() const {return EF->NumPlayers();}
inline Gambit::Array<Gambit::Rational> Payoffs(const Gambit::Array<int> & index) const {return *((*SF)[index]);}
Gambit::Rational Payoff(const Gambit::Array<int> & index,int pl) const;
Gambit::RectArray<Gambit::Rational> Constraints(int player) const {return *((*E)[player]);};
int InfosetRowNumber(int pl, int sequence) const;
int ActionNumber(int pl, int sequence) const;
Gambit::GameInfoset GetInfoset(int pl, int sequence) const;
Gambit::GameAction GetAction(int pl, int sequence) const;
const Gambit::Game &GetEfg(void) const {return EF;}
Gambit::MixedBehavProfile<double> ToBehav(const Gambit::PVector<double> &x) const;
const Sequence* GetSequence(int pl, int seq) const {return ((*sequences)[pl])->Find(seq);}
};
#endif // SFG_H
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