actions | SGSolver_MaxMinMax_3Player | private |
computeOptimalPolicies(SGProductPolicy &optPolicies, const SGTuple &pivot, const SGPoint &currDir, const vector< list< SGAction_MaxMinMax > > &actions) const | SGSolver_MaxMinMax_3Player | |
debugMode | SGSolver_MaxMinMax_3Player | private |
delta | SGSolver_MaxMinMax_3Player | private |
directions | SGSolver_MaxMinMax_3Player | private |
dueEast | SGSolver_MaxMinMax_3Player | private |
dueNorth | SGSolver_MaxMinMax_3Player | private |
env | SGSolver_MaxMinMax_3Player | private |
eqActions | SGSolver_MaxMinMax_3Player | private |
errorLevel | SGSolver_MaxMinMax_3Player | private |
game | SGSolver_MaxMinMax_3Player | private |
getSolution() const | SGSolver_MaxMinMax_3Player | inline |
initialize() | SGSolver_MaxMinMax_3Player | |
iterate(const int maxDirections, const bool dropRedundant, const bool addEndogenous) | SGSolver_MaxMinMax_3Player | |
iterate_endogenous() | SGSolver_MaxMinMax_3Player | |
levels | SGSolver_MaxMinMax_3Player | private |
numActions | SGSolver_MaxMinMax_3Player | private |
numActions_totalByState | SGSolver_MaxMinMax_3Player | private |
numEndogDirs | SGSolver_MaxMinMax_3Player | private |
numIter | SGSolver_MaxMinMax_3Player | private |
numPlayers | SGSolver_MaxMinMax_3Player | private |
numRedundDirs | SGSolver_MaxMinMax_3Player | private |
numStates | SGSolver_MaxMinMax_3Player | private |
optimizePolicy(SGTuple &pivot, vector< SGActionIter > &actionTuple, vector< SG::Regime > ®imeTuple, const SGPoint &currDir, const vector< list< SGAction_MaxMinMax > > &actions) const | SGSolver_MaxMinMax_3Player | |
payoffLB | SGSolver_MaxMinMax_3Player | private |
payoffs | SGSolver_MaxMinMax_3Player | private |
payoffUB | SGSolver_MaxMinMax_3Player | private |
policyToPayoffs(SGTuple &pivot, const vector< SGActionIter > &actionTuple, const vector< SG::Regime > ®imeTuple) const | SGSolver_MaxMinMax_3Player | |
probabilities | SGSolver_MaxMinMax_3Player | private |
progressString() const (defined in SGSolver_MaxMinMax_3Player) | SGSolver_MaxMinMax_3Player | |
sensitivity(SGPoint &optSubDir, const SGTuple &pivot, const SGPoint &currDir, const SGPoint &newDir, const vector< list< SGAction_MaxMinMax > > &actions) const | SGSolver_MaxMinMax_3Player | |
SGSolver_MaxMinMax_3Player() | SGSolver_MaxMinMax_3Player | |
SGSolver_MaxMinMax_3Player(const SGEnv &_env, const SGGame &_game) | SGSolver_MaxMinMax_3Player | |
soln | SGSolver_MaxMinMax_3Player | private |
solve(const int numDirsApprox=200, const bool dropRedundant=true, const bool addEndogenous=true) | SGSolver_MaxMinMax_3Player | |
solve_endogenous() | SGSolver_MaxMinMax_3Player | |
threatDirections (defined in SGSolver_MaxMinMax_3Player) | SGSolver_MaxMinMax_3Player | private |
threatTuple | SGSolver_MaxMinMax_3Player | private |
~SGSolver_MaxMinMax_3Player() | SGSolver_MaxMinMax_3Player | inline |