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GameTree

Struct GameTree 

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pub struct GameTree {
    pub name: String,
    pub nodes: HashMap<NodeId, NodeData>,
    pub root: Option<NodeId>,
    pub num_players: usize,
    /* private fields */
}
Expand description

A game tree representing an extensive-form game.

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§name: String

Name of the game.

§nodes: HashMap<NodeId, NodeData>

All nodes indexed by their ID.

§root: Option<NodeId>

The root node ID.

§num_players: usize

Number of players.

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impl GameTree

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pub fn new(name: &str) -> Self

Create a new empty game tree.

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pub fn with_players(name: &str, num_players: usize) -> Self

Create a game tree with a specified number of players.

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pub fn add_decision(&mut self, player: PlayerId, label: &str) -> NodeId

Add a decision node and return its ID.

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pub fn add_terminal(&mut self, payoffs: Vec<Payoff>, label: &str) -> NodeId

Add a terminal node with payoffs.

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pub fn add_chance(&mut self, probabilities: Vec<f64>, label: &str) -> NodeId

Add a chance node.

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pub fn add_action(&mut self, parent: NodeId, action: &str, child: NodeId)

Add an action from parent to child with a label.

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pub fn get_node(&self, id: NodeId) -> Option<&NodeData>

Get a node by ID.

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pub fn get_node_mut(&mut self, id: NodeId) -> Option<&mut NodeData>

Get a mutable node by ID.

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pub fn terminals(&self) -> Vec<&NodeData>

Get all terminal nodes.

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pub fn depth(&self, id: NodeId) -> usize

Get the depth of a node (distance from root).

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pub fn path_to(&self, id: NodeId) -> Vec<NodeId>

Get the path from root to a given node.

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pub fn node_count(&self) -> usize

Count total nodes.

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pub fn ultimatum_game(total: Payoff) -> Self

Build an Ultimatum game: P1 proposes split, P2 accepts/rejects.

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pub fn centipede_game(n: usize, pot: Payoff, growth: Payoff) -> Self

Build a Centipede game with n rounds.

Trait Implementations§

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impl Clone for GameTree

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fn clone(&self) -> GameTree

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for GameTree

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.