/* Copyright 2002 Ben Blum, Christian Shelton
*
* This file is part of GameTracer.
*
* GameTracer 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.
*
* GameTracer 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 GameTracer; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "gnmgame.h"
#include "cmatrix.h"
#include "math.h"
gnmgame::gnmgame(int numPlayers, int *actions): numPlayers(numPlayers) {
int i;
numStrategies = 1;
for(i = 0; i < numPlayers; i++) {
numStrategies *= actions[i];
}
this->actions = new int[numPlayers];
strategyOffset = new int[numPlayers+1];
numActions = 0;
maxActions = 0;
for(i = 0; i < numPlayers; i++) {
strategyOffset[i] = numActions;
this->actions[i] = actions[i];
numActions+=actions[i];
if(actions[i] > maxActions)
maxActions = actions[i];
}
strategyOffset[i] = numActions;
}
gnmgame::~gnmgame() {
delete[] strategyOffset;
delete[] actions;
}
void gnmgame::retractJac(cmatrix &dest, int *support) {
int n, i, j;
double totalk;
for(n = 0; n < numPlayers; n++) {
totalk = 0.0;
for(i = firstAction(n); i < lastAction(n); i++) {
totalk += support[i];
}
for(i = 0; i < numActions; i++) {
for(j = firstAction(n); j < lastAction(n); j++) {
if(i >= firstAction(n) && i < lastAction(n) && support[i] && support[j]) {
if(i==j)
dest[i][j] = 1.0-1.0/totalk;
else
dest[i][j] = -1.0/totalk;
} else
dest[i][j] = 0.0;
}
}
}
}
int compareDouble(const void *d1, const void *d2) {
if(*(double *)d1 > *(double *)d2)
return -1;
else if(*(double *)d1 < *(double *)d2)
return 1;
else
return 0;
}
void gnmgame::retract(cvector &dest, cvector &z) {
int n, i;
double v, sumz;
double y[numActions];
memcpy(y,z.values(),numActions*sizeof(double));
for(n = 0; n < numPlayers; n++) {
qsort(y+firstAction(n),actions[n],sizeof(double),compareDouble);
sumz = y[firstAction(n)];
for(i=firstAction(n)+1; i < lastAction(n); i++) {
if(sumz - (i-firstAction(n)) * y[i] > 1)
break;
sumz += y[i];
}
v = (sumz - 1) / (double)(i-firstAction(n));
for(i = firstAction(n); i < lastAction(n); i++) {
dest[i] = z[i] - v;
if(dest[i] < 0.0)
dest[i] = 0.0;
}
}
}
double gnmgame::LNM(cvector &z, const cvector &g, double det, cmatrix &J, cmatrix &DG, cvector &s, int MaxLNM, double fuzz, cvector &del, cvector &scratch, cvector &backup) {
double b, e = BIGFLOAT, ee;
int k, faulted = 0;
if(MaxLNM >= 1 && det != 0.0) {
b = 1.0/det;
for(k = 0; k < MaxLNM; k++) {
// del = z - s - DG*s / (double)(numPlayers - 1) - g;
DG.multiply(s,del);
del /= (double)(numPlayers - 1);
del += g;
del += s;
del -= z;
del.negate();
ee = max(del.max(),-del.min());
if(ee < fuzz) {
e = ee;
break;
} else if(e < ee) { // we got worse
z = backup;
retract(s, z);
payoffMatrix(DG, s, fuzz);
if(faulted) // if we've already failed once, quit.
return e;
b /= MaxLNM; // if the full LNM step fails to improve things,
e = BIGFLOAT; // take smaller steps.
faulted++;
continue;
}
e = ee;
J.multiply(del, scratch);
scratch *= b;
backup = z;
z -= scratch;
// z = z - (J * del) * b;
retract(s, z);
payoffMatrix(DG, s, fuzz);
}
return ee;
} else return fuzz;
}
void gnmgame::normalizeStrategy(cvector &s) {
double sum;
for(int n = 0; n < numPlayers; n++) {
sum = 0.0;
for(int i = firstAction(n); i < lastAction(n); i++) {
sum += s[i];
}
for(int i = firstAction(n); i < lastAction(n); i++) {
s[i] /= sum;
}
}
}
int indexOf(int *list, int target, int length) {
for(int i = 0; i < length; i++) {
if(list[i] == target)
return i;
}
return -1;
}
void gnmgame::LemkeHowson(cvector &dest, cmatrix &T, int *Im) {
double D = 1;
int cg = numActions + numPlayers ;
int K = cg+1;
int n, pc, pr, p;
double m;
int col[numActions+numPlayers+2], row[numActions+numPlayers];
for(n = 0; n < numActions+numPlayers+2; n++)
col[n] = n+1;
for(n = 0; n < numActions+numPlayers; n++)
row[n] = -n-1;
for(n = 0; n < numPlayers; n++) {
pc = indexOf(col, Im[n]+1, numActions+numPlayers+2);
pr = indexOf(row,-numActions-n-1, numActions+numPlayers);
p = Pivot(T, pr, pc, row, col, D);
pc = indexOf(col, numActions+n+1, numActions+numPlayers+2);
pr = indexOf(row, -Im[n]-1, numActions+numPlayers);
p = Pivot(T, pr, pc, row, col, D);
}
pc = indexOf(col, cg+1, numActions+numPlayers+2);
m = -BIGFLOAT;
pr = -1;
for(n = 0; n < numPlayers + numActions; n++) {
if(T[n][pc] < 0) {
if(T[n][K] / T[n][pc] > m) {
m = T[n][K] / T[n][pc];
pr = n;
}
}
}
if(m > 0) {
p = Pivot(T, pr, pc, row, col, D);
do {
pc = indexOf(col, -p, numActions+numPlayers+2);
m = BIGFLOAT;
pr = -1;
for(n = 0; n < numPlayers + numActions; n++) {
if(T[n][pc] > 0 && (row[n] <= numActions || row[n] > numActions+numPlayers)) {
if(T[n][K] / T[n][pc] < m) {
m = T[n][K] / T[n][pc];
pr = n;
}
}
}
p = Pivot(T, pr, pc, row, col, D);
} while(p != cg+1);
}
for(n = 0; n < numActions; n++) {
pr = indexOf(row,n+1,numActions+numPlayers);
if(pr == -1)
dest[n] = 0.0;
else
dest[n] = T[pr][K] / D;
}
}
int gnmgame::Pivot(cmatrix &T, int pr, int pc, int *row, int *col, double &D) {
double pivot = T[pr][pc];
int i0,j0,p,sgn = pivot < 0 ? -1 : 1;
for(i0 = 0; i0 < numActions+numPlayers; i0++) {
if(i0 != pr) {
for(j0 = 0; j0 < numActions+numPlayers+2; j0++) {
if(j0 != pc) {
T[i0][j0] *= pivot;
T[i0][j0] -= T[i0][pc] * T[pr][j0];
T[i0][j0] /= D * sgn;
}
}
}
}
if(sgn == 1) {
for(i0 = 0; i0 < numActions+numPlayers; i0++) {
T[i0][pc] = -T[i0][pc];
}
} else {
for(j0 = 0; j0 < numActions+numPlayers+2; j0++) {
T[pr][j0] = -T[pr][j0];
}
}
T[pr][pc] = sgn * D;
D = pivot < 0 ? -pivot : pivot;
p = row[pr];
row[pr] = col[pc];
col[pc] = p;
if(D > 1e6) {
T /= D;
D = 1;
}
return p;
}
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