src/subgame_utils.cpp
// Create a subtree for resolving rooted at the node (from a base tree) passed in.
// Assumes the subtree is rooted at a street-initial node.
// Doesn't support asymmetric yet
// Doesn't support multiplayer yet (?)
Create a subtree for resolving rooted at the node (from a base tree) passed in.
Assumes the subtree is rooted at a street-initial node.
Doesn't support asymmetric yet
Doesn't support multiplayer yet (?)
Create a subtree for resolving rooted at the node ( from a base tree ) passed in . Assumes the subtree is rooted at a street - initial node . Doesn ' t support asymmetric yet Doesn ' t support multiplayer yet ( ? )
BettingTrees *CreateSubtrees(int st, int player_acting, int last_bet_to, int target_p,
			     const BettingAbstraction &betting_abstraction) {
  int last_bet_size = 0;
  int num_street_bets = 0;
  BettingTreeBuilder betting_tree_builder(betting_abstraction, target_p);
  int num_terminals = 0;
  shared_ptr<Node> subtree_root =
    betting_tree_builder.CreateNoLimitSubtree(st, last_bet_size, last_bet_to, num_street_bets,
					      player_acting, target_p, &num_terminals);
  return new BettingTrees(subtree_root.get());
}
BettingTrees * CreateSubtrees ( int st , int player_acting , int last_bet_to , int target_p , const BettingAbstraction & betting_abstraction ) { int last_bet_size = 0 ; int num_street_bets = 0 ; BettingTreeBuilder betting_tree_builder ( betting_abstraction , target_p ) ; int num_terminals = 0 ; shared_ptr < Node > subtree_root = betting_tree_builder . CreateNoLimitSubtree ( st , last_bet_size , last_bet_to , num_street_bets , player_acting , target_p , & num_terminals ) ; return new BettingTrees ( subtree_root . get ( ) ) ; }
Create a subtree for resolving rooted at the node (from a base tree) passed in.
Create a subtree for resolving rooted at the node ( from a base tree ) passed in .
// Assume subtree rooted at street-initial node // Should call routine from mp_betting_tree.cpp instead // Delete the nodes under subtree_root?  Or does garbage collection // automatically take care of it because they are shared pointers.