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authorKarl Berry <karl@freefriends.org>2006-09-24 13:24:59 +0000
committerKarl Berry <karl@freefriends.org>2006-09-24 13:24:59 +0000
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+The style is intended to have enough features to typeset any
+extensive game with relative ease. The facilities of
+PSTricks are used.
+(An older version of the package, which uses the LaTeX picture
+environment rather than PSTricks and consequently has many fewer
+features is available on the package home page.) \ No newline at end of file
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+%
+% Changes relative to egame.sty:
+% 1. No anomalous cases for \iib
+%2. eginfods changed to eginfodotsep
+%3. No small disks at ends of histories
+%
+%Allows any slope for branches, and any style.
+%
+\documentclass[12pt]{article}
+\usepackage{mjoarti}
+\usepackage{pstricks}
+\usepackage{pstcol,pst-mjo,pst-3d}
+\usepackage{url}
+\usepackage{egameps}
+\begin{document}
+
+\renewcommand{\descriptionlabel}[1]{\hspace\labelsep
+ \normalfont #1\phantom{.}}
+
+\begin{center}
+{\bfseries Manual for {\tt egameps.sty}}\\
+by\\
+Martin J. Osborne\\
+{\tt martin.osborne@utoronto.ca}\\
+Version 1.1, June 2004\\
+(based on \texttt{egame.sty}, November 1997)
+\end{center}
+
+
+\section{Introduction}
+{\tt egameps.sty} is a \LaTeX2e\ style file for drawing extensive games. It
+is intended to have the capability of drawing any extensive game. It is not
+very fast (probably because it is not written very efficiently, but possibly
+simply because it needs to make a lot of computations). The latest version is
+available at \url{http://www.economics.utoronto.ca/osborne/latex/}.
+
+The style requires the PSTricks package (available on CTAN; documented in
+\emph{The \LaTeX\ Graphics Companion}) and a means of printing a Postscript
+file (e.g.\ a Postscript printer, or a non-Postscript printer and the program
+Ghostscript). Because the style uses the PSTricks macros, it is incompatible
+with \verb+pdftex+. You may produce a pdf file by first creating a dvi file
+normally, then using \verb+dvips+ to create a Postscript file, and finally
+using Ghostscript to create a pdf file from the Postscript file. (If your
+operating system is DOS or Windows, you can automate this process in a batch
+file. If your text editor is sufficiently configurable, you will be able to
+initiate the process with a single keystroke.) Alternatively, you use the
+\verb+pdftricks+ package to finesse the limitation of \verb+pdftex+; see
+Section~\ref{s:pdftricks}.
+\section{Installation}
+\begin{itemize}
+ \item Put \texttt{egameps.sty} in a directory from which \TeX\ reads input
+files. (In MiKTeX the directory might be something like
+\url{\miktex\localtexmf\tex\latex\} or a subdirectory thereof.)
+ \item Let \TeX\ know that \texttt{egameps} has arrived. (In MiKTeX,
+``refresh the filename database''.)
+ \item Check that you have PSTricks. If you do not, get it from CTAN.
+ \item To use the package in a document, put the lines\newline
+\indent\verb+\usepackage{pstricks}+\newline
+\indent\verb+\usepackage{pstcol}+\newline
+\indent\verb+\usepackage{egameps}+\newline
+in the preamble. To use the macro \verb+\ctmbarc+ you need to include also
+the line\newline
+\indent\verb+\usepackage{pst-3d}+
+\end{itemize}
+\section{Using the style}
+To draw a game using the style, first break the game into components, each
+consisting of a node together with the branches that emanate from it, the
+names with which the actions are labeled, and the players' payoffs if the
+nodes at the end of the branches are terminal. To draw each component, calls
+to two macros are needed. First \verb+\putbranch+ is called, which sets the
+position of the node and the slope and length of the branch(es), then either
+\verb+\ib+, \verb+\iib+, or \verb+\iiib+. The macro \verb+\ib+ draws a single
+branch, while \verb+\iib+ and \verb+\iiib+ draw two and three branches
+respectively. If the node has more than three branches, calls to a
+combination of these macros are needed.
+
+A game is begun by a call of the type\newline
+\indent\verb+\begin{egame}400,500)+\newline
+which starts a \verb+pspicture+, with dimensions $(400,500)$ and the
+unitlength equal to the default of 0.1mm, or\newline
+\indent\verb+\begin{egame}(400,500)[1mm]+\newline
+which starts a \verb+pspicture+, with dimensions $(400,500)$ and sets the
+unitlength at 1mm.
+
+The next section gives examples that illustrate many of the features of the
+package. Precise descriptions of the macros are given in
+Section~\ref{s:descr}.
+\section{Examples}
+The game in Figure~\ref{f:one} is produced by the following code.
+
+%%%%%%%%%%%%%%
+%% EXAMPLE 1 %
+%%%%%%%%%%%%%%
+\begin{verbatim}
+\begin{figure}[htb]
+\hspace*{\fill}
+\begin{egame}(600,280)
+%
+% put the initial branch at (300,240), with (x,y) direction
+% (2,1), and horizontal length 200
+\putbranch(300,240)(2,1){200}
+%
+% give the branch two actions, label it for player 1,
+% and label the actions $L$ and $R$
+\iib{1}{$L$}{$R$}
+%
+% put a branch at (100,140), with (x,y) direction
+% (1,1) and horizontal length 100
+\putbranch(100,140)(1,1){100}
+%
+% give the branch two actions, omit a player label,
+% label the actions $a$ and $b$, and assign the payoffs
+% $1,0$ and $2,3$ to these actions
+\iib{}{$a$}{$b$}[$1,0$][$2,3$]
+%
+% put a branch at (500,140), with (x,y) direction (1,1)
+% and horizontal length 100
+\putbranch(500,140)(1,1){100}
+%
+% give the branch two actions, omit a player label,
+% label the actions $c$ and $d$, and assign the payoffs
+% $0,1$ and $-1,0$ to these actions
+\iib{}{$c$}{$d$}[$0,1$][$-1,0$]
+%
+% draw an information set between the nodes at (100,140)
+% and (500,140)
+\infoset(100,140){400}{2}
+%
+\end{egame}
+\hspace*{\fill}
+\caption[]{An extensive game}\label{f:one}
+\end{figure}
+\end{verbatim}
+
+\begin{figure}[htb]
+\hspace*{\fill}
+\begin{egame}(600,280)
+\putbranch(300,240)(2,1){200}
+\iib{1}{$L$}{$R$}
+\putbranch(100,140)(1,1){100}
+\iib{}{$a$}{$b$}[$1,0$][$2,3$]
+\putbranch(500,140)(1,1){100}
+\iib{}{$c$}{$d$}[$0,1$][$-1,0$]
+\infoset(100,140){400}{2}
+\end{egame}
+\hspace*{\fill}
+\caption[]{An extensive game}\label{f:one}
+\end{figure}
+
+Another example, illustrating more features, is produced by the following
+code, and is shown in Figure~\ref{f:two}.
+
+%%%%%%%%%%%%%%
+%% EXAMPLE 2 %
+%%%%%%%%%%%%%%
+
+\begin{verbatim}
+\begin{figure}[htb]
+\hspace*{\fill}
+%
+% fill boxes containing payoffs with a solid red color
+\renewcommand{\egpayboxfillstyle}{solid}
+\renewcommand{\egpayboxfillcolor}{red}
+% add a bit of separation around the payoffs
+\egpayoffboxsep=1mm
+%
+% fill boxes containing action labels with a solid blue color
+\renewcommand{\egalboxfillstyle}{solid}
+\renewcommand{\egalboxfillcolor}{blue}
+\egactionboxsep=1mm
+%
+% put player labels in green circles
+\renewcommand{\egplbox}{c}
+\renewcommand{\egplboxlinestyle}{solid}
+\renewcommand{\egplboxlinecolor}{green}
+\egplayerboxsep=1mm
+%
+\begin{egame}(500,280)
+%
+% put the initial branch at (300,240), with (x,y) direction
+% (2,1), and horizontal length 200
+\putbranch(300,240)(2,1){200}
+%
+% give the branch three actions, label it for player 1,
+% label the actions $L$, $M$, and $R$, and make the middle
+% and right actions terminal, with payoffs $1,2$ and $0,1$
+\iiib{1}{$L$}{$M$}{$R$}[][$1,2$][$0,1$]
+%
+% put a branch at (100,140), with (x,y) direction
+% (1,1) and horizontal length 100
+\putbranch(100,140)(1,1){100}
+%
+% give the branch two actions, make the left-hand one dashed,
+% label the branch for player 2, putting
+% the player label to the top left of the node,
+% label the actions $a$ and $b$, and assign the payoffs
+% $1,0$ and $2,3$ to these actions
+\iib[linestyle=dashed][]{2}[l]{$a$}{$b$}[$1,0$][$2,3$]
+%
+\end{egame}
+\hspace*{\fill}
+\caption[]{Another extensive game}\label{f:two}
+\end{figure}
+\end{verbatim}
+
+\begin{figure}[htb]
+\hspace*{\fill}
+\renewcommand{\egpayboxfillstyle}{solid}
+\renewcommand{\egpayboxfillcolor}{red}
+\egpayoffboxsep=1mm
+\renewcommand{\egalboxfillstyle}{solid}
+\renewcommand{\egalboxfillcolor}{blue}
+\egactionboxsep=1mm
+\renewcommand{\egplbox}{c}
+\renewcommand{\egplboxlinestyle}{solid}
+\renewcommand{\egplboxlinecolor}{green}
+\egplayerboxsep=1mm
+\begin{egame}(500,280)
+%
+% put the initial branch at (300,240), with (x,y) direction
+% (2,1), and horizontal length 200
+\putbranch(300,240)(2,1){200}
+%
+% give the branch three actions, label it for player 1,
+% label the actions $L$, $M$, and $R$, and make the middle
+% and right actions terminal, with payoffs $1,2$ and $0,1$
+\iiib{1}{$L$}{$M$}{$R$}[][$1,2$][$0,1$]
+%
+% put a branch at (100,140), with (x,y) direction
+% (1,1) and horizontal length 100
+\putbranch(100,140)(1,1){100}
+%
+% give the branch two actions, label it for player 2, putting
+% the player label to the top left of the node,
+% label the actions $a$ and $b$, and assign the payoffs
+% $1,0$ and $2,3$ to these actions
+\iib[linestyle=dashed][]{2}[l]{$a$}{$b$}[$1,0$][$2,3$]
+%
+\end{egame}
+\hspace*{\fill}
+\caption[]{Another extensive game}\label{f:two}
+\end{figure}
+
+Yet another example, illustrating still more features, is produced by the
+following code, and is shown in Figure~\ref{f:three}.
+
+\begin{verbatim}
+\begin{figure}[htb]
+\hspace*{\fill}
+%
+\begin{egame}(600,480)
+%
+% put the initial branch at (300,240), with (x,y) direction
+% (1,0), and horizontal length 200
+\putbranch(300,240)(1,0){200}
+%
+% give the branch two actions, label it for player $c$,
+% and label the actions ${1\over 2}$ and ${1\over 2}$
+\iib{$c$}{${1\over 2}$}{${1\over 2}$}
+%
+% put a branch at (100,240), with (x,y) direction
+% (0,1), going right, and vertical length 100. (Notes: If the
+% branch were specified as going left, it would look the same,
+% but the player label would be in the wrong place. The
+% third mandatory argument of \putbranch is the horizontal
+% distance unless the branch is vertical, in which case it is
+% the vertical distance.)
+\putbranch(100,240)(0,1)[r]{100}
+%
+% give the branch two actions, label it for player 1,
+% and label the actions $a$ and $b$
+\iib{1}{$a$}{$b$}
+%
+% put a branch at (500,240), with (x,y) direction
+% (0,1), going left, and vertical length 100.
+\putbranch(500,240)(0,1)[l]{100}
+%
+% give the branch two actions, label it for player 1,
+% and label the actions $b$ and $a$
+\iib{1}{$b$}{$a$}
+%
+% put an information set at (100,340), of length 400,
+% assigned to player 2
+\infoset(100,340){400}{2}
+%
+% put an information set at (100,140), of length 400,
+% assigned to player 2
+\infoset(100,140){400}{2}
+%
+% put a branch at (100,340), with (x,y) direction
+% (1,1), going up, and horizontal length 100.
+\putbranch(100,340)(1,1)[u]{100}
+%
+% specify a positive horizontal shift for the action labels,
+% which slides the ones on the right-hand branches to the
+% right along the branches and the ones on the left to the
+% left, improving the label positions
+\egalhshift=20
+%
+% give the branch two actions, give it no player label,
+% label the actions $L$ and $R$, and put payoffs of
+% $-1,0$ and $0,-1$.
+\iib{}{$L$}{$R$}[$-1,0$][$0,-1$]
+%
+% put a branch at (500,340), with (x,y) direction
+% (1,1), going up, and horizontal length 100.
+\putbranch(500,340)(1,1)[u]{100}
+%
+\egalhshift=20
+%
+% give the branch two actions, give it no player label,
+% label the actions $L$ and $R$, and put payoffs of
+% $1,0$ and $0,1$.
+\iib{}{$L$}{$R$}[$1,0$][$0,1$]
+%
+% put a branch at (100,140), with (x,y) direction
+% (1,1), going down, and horizontal length 100.
+\putbranch(100,140)(1,1)[d]{100}
+%
+\egalhshift=20
+%
+% give the branch two actions, give it no player label,
+% label the actions $L$ and $R$, and put payoffs of
+% $2,0$ and $0,2$.
+\iib{}{$L$}{$R$}[$1,0$][$0,1$]
+%
+% put a branch at (500,140), with (x,y) direction
+% (1,1), going down, and horizontal length 100.
+\putbranch(500,140)(1,1)[d]{100}
+%
+\egalhshift=20
+%
+% give the branch two actions, give it no player label,
+% label the actions $L$ and $R$, and put payoffs of
+% $3,0$ and $0,3$.
+\iib{}{$L$}{$R$}[$1,0$][$0,1$]
+%
+\end{egame}
+\hspace*{\fill}
+\caption[]{Yet another extensive game}\label{f:three}
+\end{figure}
+\end{verbatim}
+
+\begin{figure}[htb]
+\hspace*{\fill}
+\egpayoffboxsep=0mm
+\begin{egame}(600,480)
+\putbranch(300,240)(1,0){200}
+\iib{$c$}{${1\over 2}$}{${1\over 2}$}
+\putbranch(100,240)(0,1)[r]{100}
+\iib{1}{$a$}{$b$}
+\putbranch(500,240)(0,1)[l]{100}
+\iib{1}{$b$}{$a$}
+\infoset(100,340){400}{2}
+\infoset(100,140){400}{2}
+\putbranch(100,340)(1,1)[u]{100}
+\egalhshift=20
+\iib{}{$L$}{$R$}[$-1,0$][$0,-1$]
+\putbranch(500,340)(1,1)[u]{100}
+\egalhshift=20
+\iib{}{$L$}{$R$}[$1,0$][$0,1$]
+\putbranch(100,140)(1,1)[d]{100}
+\egalhshift=20
+\iib{}{$L$}{$R$}[$2,0$][$0,2$]
+\putbranch(500,140)(1,1)[d]{100}
+\egalhshift=20
+\iib{}{$L$}{$R$}[$3,0$][$0,3$]
+\end{egame}
+\hspace*{\fill}
+\caption[]{Yet another extensive game}\label{f:three}
+\end{figure}
+
+The next example, shown in Figure~\ref{f:four}, shows how to combine calls to
+\verb+\iib+ to draw nodes followed by four branches.
+
+\begin{verbatim}
+\begin{figure}[htb]
+\hspace*{\fill}
+\begin{egame}(1200,380)
+%
+% put an initial node at (700,340), with (x,y) direction
+% (3,1), and horizontal length 600
+\putbranch(700,340)(3,1){600}
+%
+% give the branch two actions, label it for player $1$,
+% label the actions $A$ and $D$, and make the right-
+% hand node terminal, with payoffs $0,1$.
+\iib[linecolor=red][]{$1$}{$A$}{$D$}[][$0,1$]
+%
+% to add two more branches to the initial node, force
+% the branch to be initial
+\initialtrue
+% and specify the direction (1,1) and the horizontal length 200
+\putbranch(700,340)(1,1){200}
+%
+% tighten the spacing between labels and branches, to improve
+% appearance (given the other branches)
+\egactionlabelsep=0.5mm
+% give the branch two actions and label the actions $B$ and $C$
+\iib{}{$B$}{$C$}
+%
+% reset default spacing
+\egactionlabelsep=1mm
+% put a branch at (100,140), with direction (1,1)
+% and horizontal length 100.
+\putbranch(100,140)(1,1){100}
+%
+% give the branch two actions, omit a player label,
+% label the actions $a$ and $b$, and put payoffs
+\iib[][linecolor=red]{}{$a$}{$b$}[$2,1$][$4,0$]
+%
+% put a branch at (500,140), with direction (1,1)
+% and horizontal length 100.
+\putbranch(500,140)(1,1){100}
+%
+% give the branch two actions, omit a player label,
+% label the actions $a$ and $b$, and put payoffs
+\iib[][linecolor=red]{}{$a$}{$b$}[$1,3$][$-1,0$]
+%
+% put a branch at (900,140), with direction (1,1)
+% and horizontal length 100.
+\putbranch(900,140)(1,1){100}
+%
+% give the branch two actions, omit a player label,
+% label the actions $a$ and $b$, and put payoffs
+\iib[][linecolor=red]{}{$a$}{$b$}[$-1,0$][$2,1$]
+%
+% put an information set at (100,140), of length 800,
+% assigned to player 2
+\infoset(100,140){800}{2}
+%
+\end{egame}
+\hspace*{\fill}
+\caption[]{Yet another extensive game}\label{f:four}
+\end{figure}
+\end{verbatim}
+
+\begin{figure}[htb]
+\hspace*{\fill}
+\begin{egame}(1300,380)
+%
+% put an initial node at (700,340), with (x,y) direction
+% (6,1), and horizontal length 600
+\putbranch(700,340)(3,1){600}
+%
+% give the branch two actions, label it for player $1$,
+% and label the actions $A$ and $D$, and make the right-
+% hand node terminal, with payoffs $0,1$.
+\iib[linecolor=red][]{$1$}{$A$}{$D$}[][$0,1$]
+%
+% to add two more branches to the initial node, force
+% the branch to be initial
+\initialtrue
+% and specify the direction (2,1) and the horizontal length 200
+\putbranch(700,340)(1,1){200}
+%
+% tighten the spacing between labels and branches, to improve
+% appearance (given the other branches)
+\egactionlabelsep=0.2mm
+% give the branch two actions and label the actions $B$ and $C$
+\iib{}{$B$}{$C$}
+%
+% reset default spacing
+\egactionlabelsep=0.7mm
+% put a branch at (100,140), with direction (1,1)
+% and horizontal length 100.
+\putbranch(100,140)(1,1){100}
+%
+% give the branch two actions, omit a player label,
+% label the actions $a$ and $b$, and put payoffs
+\iib[][linecolor=red]{}{$a$}{$b$}[$2,1$][$4,0$]
+%
+% put a branch at (500,140), with direction (1,1)
+% and horizontal length 100.
+\putbranch(500,140)(1,1){100}
+%
+% give the branch two actions, omit a player label,
+% label the actions $a$ and $b$, and put payoffs
+\iib[][linecolor=red]{}{$a$}{$b$}[$1,3$][$-1,0$]
+%
+% put a branch at (900,140), with direction (1,1)
+% and horizontal length 100.
+\putbranch(900,140)(1,1){100}
+%
+% give the branch two actions, omit a player label,
+% label the actions $a$ and $b$, and put payoffs
+\iib[][linecolor=red]{}{$a$}{$b$}[$-1,0$][$2,1$]
+%
+% put an information set at (100,140), of length 800,
+% assigned to player 2
+\infoset(100,140){800}{2}
+%
+\end{egame}
+\hspace*{\fill}
+\caption[]{Yet another extensive game}\label{f:four}
+\end{figure}
+
+
+\section{Description of macros\label{s:descr}}
+\verb+\begin{egame}(+\emph{width}\verb+,+\emph{height}%
+{\tt )[}\emph{unitlength}\verb+]+\newline
+\noindent begins an extensive game of width \emph{width} and height
+\emph{height} and optionally sets the unitlength to be \emph{unitlength}
+(default 0.1mm). In the game, all distances are given as integers, which are
+interpreted as multiples of the unitlength. These integers should (probably)
+be divisible by two, so that the integer arithmetic employed by \TeX\ doesn't
+lose accuracy when numbers are divided by two. I have tested the macros
+thoroughly only with the default unitlength of 0.1mm; unless there is a
+compelling reason to use some different unitlength, I suggest sticking to
+0.1mm. (\verb+\begin{egame}(w,h)+ starts a \verb+pspicture+ environment
+(defined by PSTricks) of width {\tt w} and height {\tt h}.)
+
+Permissible values:
+\begin{description}
+\item[\emph{width}, \emph{height}] Any pair of integers. (You need to
+calculate these numbers.)
+\item[\emph{unitlength}] Any dimension. Default: 0.1mm.
+\end{description}
+
+\vspace{4mm}
+
+\noindent\verb+\end{egame}+\newline
+\noindent ends an extensive game.
+
+\vspace{4mm}
+
+\noindent\verb+\putbranch(+\emph{x-coord}\verb+,+\emph{y-coord}{\tt
+)(}\emph{h-incr},\emph{v-incr}{\tt
+)[}\emph{direction}\verb+]{+\emph{length}\verb+}+\newline
+\noindent sets up the parameters for a branch at the point
+$($\emph{x-coord}$,$\emph{y-coord}$)$, with direction parameter
+$($\emph{h-incr}$,$\emph{v-incr}$)$, optional direction \emph{direction}, and
+length \emph{length}. Note that this macro merely sets up the parameters for
+a call to \verb+\ib+ (one branch), \verb+\iib+ (two branches), \verb+\iiib+
+(three branches), or \verb+\ctmb+ (continuum of branches); it does not draw
+anything. The way in which the direction parameter
+$($\emph{h-incr}$,$\emph{v-incr}$)$ is interpreted depends on whether
+\verb+\ib+, \verb+\iib+, or \verb+\iiib+ is used to draw the branches. The
+\emph{length} is the horizontal distance between the ends of one of the
+branches to be drawn, unless \emph{h-incr} is 0, in which case \emph{length}
+is the vertical distance between the ends of one of the branches.
+
+Permissible values:
+\begin{description}
+\item[$($\emph{x-coord}$,$\emph{y-coord}$)$] Any pair of integers.
+\item[$($\emph{h-incr}$,$\emph{v-incr}$)$] Any pair of integers except
+\verb+(0,0)+.
+\item[\emph{direction}] {\tt d} (down), {\tt u} (up), {\tt r} (right), or {\tt
+l} (left); default {\tt d}. (The direction can be changed also globally, by
+specifying \verb+\egdirection{+\emph{direction}\verb+}+ before the call to
+\verb+\putbranch+.)
+\item[\emph{length}] Any positive integer.
+\end{description}
+
+\vspace{4mm}
+
+\noindent\verb+\ib[+\emph{branchstyle}\verb+]{+\emph{player-name}\verb+}[+%
+\emph{player-label-position}\verb+]{+\emph{action-label}\verb+}+\newline
+\verb+[+\emph{action-label-position}\verb+][+\emph{payoffs}{\tt ]}\newline
+\noindent puts a single branch with the parameters of the preceding call to
+\verb+\putbranch+, optionally using the PSTricks style \emph{branchstyle},
+assigns it the player name \emph{player-name}, optionally positions the player
+label relative to the node according to \emph{player-label-position}, labels
+the action \emph{action-label}, optionally positions the label according to
+\emph{player-label-position}, and optionally adds the payoffs \emph{payoffs}.
+A single optional argument at the end is interpreted as follows: if its value
+is \verb+o+ (outside), \verb+i+ (inside), or \verb+c+ (centered), it
+determines the position of the action label; otherwise, it is a payoff label.
+If there are two optional arguments, the first must be \verb+o+ (outside),
+\verb+i+ (inside), or \verb+c+ (centered), determining the position of the
+action label, and the second is a payoff label. (If you do not want an
+optional positioning argument and you want your payoff label to be ``o'',
+``i'', or ``c'', here's a workaround: put the label in an \verb+hbox+, as in
+\verb+\hbox{o}+. (Note that you do not need to do this if your payoff label
+is \verb+$o$+, etc.---only if it is just ``o''.)
+
+The first branch in any {\tt egame} is taken to be the initial branch of the
+game; its beginning node is indicated by \verb+\eginode+, the default of which
+is a small circle. Subsequent branches are taken to be noninitial, and are
+indicated by \verb+\egnode+, the default value of which is a small disk. To
+force a node to be initial, specify \verb+\initialtrue+ before it; to force a
+node to be noninitial, specify \verb+\initialfalse+ before it. To change the
+appearance of nodes, see Section~\ref{s:params}.
+
+Permissible values:
+\begin{description}
+\item[\emph{branchstyle}] Any PSTricks linestyle (e.g.\ \verb+linecolor=red+,
+\verb+linestyle=dashed+, \verb+linewidth=2pt+, \verb+doubleline=true+).
+
+Default: \verb+linecolor=black+, \verb+linestyle=solid+,
+\verb+linewidth=0.8pt+.
+\item[\emph{player-name}] Any character string.
+\item[\emph{player-label-position}] Either \verb+o+ (centered over the node),
+or
+\begin{itemize}
+ \item If the direction of the branch (as specified either by
+\verb+\egdirection+ or by an optional argument of \verb+\putbranch+) is {\tt
+d} or {\tt u}, either {\tt l} (above/below and to the left) and {\tt r}
+(above/below and to the right).
+ \item If the direction of the branch is {\tt r} or {\tt l}, either {\tt u}
+(to the left/right and up) and {\tt d} (to the left/right and down).
+\end{itemize}
+Default: is to center the label above for \verb+\egdirection+=\verb+d+, below
+for \verb+\egdirection+=\verb+u+, to the left of the node for
+\verb+\egdirection+=\verb+r+, or to the right of the node for
+\verb+\egdirection+=\verb+l+.
+\item[\emph{action-label}] Any character string.
+\item[\emph{action-label-position}] \verb+o+ (outside), \verb+i+ (inside), or
+\verb+c+ (centered on branch).
+
+Default: \verb+o+. (For more on action label positioning, see
+Section~\ref{s:alp}.)
+\item[\emph{payoffs}] Any character string.
+\end{description}
+
+Examples:
+\begin{verbatim}
+\putbranch(0,100)(2,-1){200}
+\ib{1}{$x$}
+\end{verbatim}
+$$\begin{egame}(200,180)
+\putbranch(0,140)(2,-1){200}
+\ib{1}{$x$}
+\psline{<->}(0,0)(200,0)
+\rput*(100,0){200}
+\end{egame}$$
+
+Note that in the following example the \verb+1+ in the direction pair
+\verb+(0,1)+ is interpreted as sending the branch down, given that the
+\verb+\egdirection+ is \verb+d+. (That is, once you specify the
+\verb+\egdirection+ (or leave it at the default \verb+d+) you do not need to
+worry about getting the sign of the \emph{v-incr} correct (if the direction is
+\verb+d+ or \verb+u+) or the sign of the \emph{h-incr} correct (if the
+direction is \verb+l+ or \verb+r+).
+
+\begin{verbatim}
+\putbranch(0,100)(0,1){100}
+\ib[linecolor=gray]{1}[l]{$x$}[c]
+\end{verbatim}
+$$\begin{egame}(100,140)
+\putbranch(0,100)(0,1){100}
+\ib[linecolor=gray]{1}[l]{$x$}[c]
+\psline{<->}(80,0)(80,100)
+\rput*(80,50){100}
+\end{egame}$$
+
+\begin{verbatim}
+\initialfalse
+\putbranch(0,40)(1,1)[u]{100}
+\ib{1}{$x$}[$0,2$]
+\end{verbatim}
+$$\begin{egame}(100,180)
+\initialfalse
+\putbranch(0,40)(1,1)[u]{100}
+\ib{1}{$x$}[$0,2$]
+\end{egame}$$
+
+Notice that the optional direction specifier {\tt u} in \verb+\putbranch+
+affects not only the direction of the branch (which is determined by the
+argument {\tt (1,1)}), but also the placement of the player label relative to
+the starting node.
+
+\begin{verbatim}
+\initialfalse
+\putbranch(0,100)(1,1){100}
+\ib{1}[l]{$x$}[i][$0,2$]
+\end{verbatim}
+$$\begin{egame}(100,180)
+\putbranch(0,140)(1,-1){100}
+\ib{1}[l]{$x$}[i][$0,2$]
+\end{egame}$$
+
+\vspace{4mm}
+
+\noindent\verb+\iib[+\emph{style1}\verb+][+\emph{style2}\verb+]{+\emph{player-%
+name}\verb+}[+%
+\emph{player-label-position}\verb+]{+\emph{action-label1}\verb+}+\newline
+\verb+{+\emph{action-label2}\verb+}[+\emph{action-label-position}\verb+][+%
+\emph{payoffs1}%
+\verb+][+\emph{payoffs2}{\tt ]}\newline
+\noindent puts two branches with the parameters of the preceding call to
+\verb+\putbranch+, optionally using the PSTricks style \emph{branchstyle1} for
+the left or upper branch and the style \emph{branchstyle2} for the other
+branch (or \emph{branchstyle1} for both branches, if there is only one
+optional argument), assigns it the player name \emph{player-name}, optionally
+positions the player label relative to the node according to
+\emph{player-label-position}, labels the left/upper action with
+\emph{action-label1} and the right/lower action with \emph{action-label2},
+optionally using the position \emph{action-label-position}, and optionally
+adds payoffs \emph{payoffs1} and \emph{payoffs2}. The signs of the direction
+parameters $($\emph{h-incr}$,$\emph{v-incr}$)$ in the preceding
+\verb+\putbranch+ call are ignored; the directions of the branches is
+determined by the direction of the branch (as specified either by
+\verb+\egdirection+ or by the optional argument of \verb+\putbranch+). If,
+for example, the direction is {\tt d}, then one branch goes down and to the
+left and the other goes down and to the right.
+
+The first branch in any {\tt egame} is taken to be the initial branch of the
+game; its beginning node is indicated by \verb+\eginode+. Subsequent branches
+are taken to be non-initial, and are indicated by \verb+\egnode+. To force a
+node to be initial, specify \verb+\initialtrue+ before it; to force a node to
+be noninitial, specify \verb+\initialfalse+ before it.
+
+Permissible values:
+\begin{description}
+\item[\emph{style1}, \emph{style2}] Any PSTricks line styles; see \verb+\ib+.
+If there is only one style present, it is applied to both branches. If there
+are two styles, the first is applied to the right hand branch and the second
+to the left hand branch if the game direction is up or down, and the first is
+applied to the lower branch and the second to the upper branch if the game
+direction is left or right.
+\item[\emph{player-name}] Any character string.
+\item[\emph{player-label-position}] Either \verb+o+ (centered over the node),
+or
+\begin{itemize}
+ \item If the direction of the branch (as specified either by
+\verb+\egdirection+ or by an optional argument of \verb+\putbranch+) is {\tt
+d} or {\tt u}, either {\tt l} (above/below and to the left) and {\tt r}
+(above/below and to the right).
+ \item If the direction of the branch is {\tt r} or {\tt l}, either {\tt u}
+(to the left/right and up) and {\tt d} (to the left/right and down).
+\end{itemize}
+Default: is to center the label above for \verb+\egdirection+=\verb+d+, below
+for \verb+\egdirection+=\verb+u+, to the left of the node for
+\verb+\egdirection+=\verb+r+, or to the right of the node for
+\verb+\egdirection+=\verb+l+.
+\item[\emph{action-label1} and \emph{action-label2}] Any character strings.
+\item[\emph{action-label-position}] \verb+o+ (outside), \verb+i+ (inside), or
+\verb+c+ (centered). Default: \verb+o+.
+\item[\emph{payoffs1} and \emph{payoffs2}] Any character strings.
+\end{description}
+
+Examples:
+
+Action labels ``outside'' (default):
+\begin{verbatim}
+\putbranch(100,140)(1,1){100}
+\iib[linestyle=dashed]{1}{$L$}{$R$}
+\end{verbatim}
+$$\begin{egame}(200,180)
+\putbranch(100,140)(1,1){100}
+\iib[linestyle=dashed]{1}{$L$}{$R$}
+\psline{<->}(100,0)(200,0)
+\rput*(150,0){100}
+\end{egame}$$
+
+Action labels ``inside'':
+\begin{verbatim}
+\putbranch(100,140)(1,1){100}
+\iib[linestyle=dashed]{1}{$L$}{$R$}[i]
+\end{verbatim}
+$$\begin{egame}(200,140)
+\putbranch(100,100)(1,1){100}
+\iib[linestyle=dashed]{1}{$L$}{$R$}[i]
+\end{egame}$$
+
+Action labels ``centered'':
+\begin{verbatim}
+\renewcommand{\egarrowstyle}{e}
+\putbranch(0,140)(2,1)[r]{200}
+\iib{1}{$L$}{$R$}[c]
+\end{verbatim}
+$$\begin{egame}(100,280)
+\renewcommand{\egarrowstyle}{e}
+\putbranch(0,140)(2,1)[r]{200}
+\iib{1}{$L$}{$R$}[c]
+\psline{<->}(0,0)(200,0)
+\rput*(100,0){200}
+\end{egame}$$
+
+\begin{verbatim}
+\renewcommand{\egarrowstyle}{e}
+\putbranch(0,100)(1,1)[r]{100}
+\iib[linecolor=gray][doubleline=true]{1}{$L$}{$R$}[$1,2$][$0,-1$]
+\end{verbatim}
+$$\begin{egame}(100,250)
+\renewcommand{\egarrowstyle}{e}
+\putbranch(0,100)(1,1)[r]{100}
+\iib[linecolor=gray][doubleline=true]{1}{$L$}{$R$}[c][$1,2$][$0,-1$]
+\end{egame}$$
+
+\begin{verbatim}
+\renewcommand{\egarrowstyle}{m}
+\psset{arrowscale=2}
+\putbranch(200,40)(1,0)[d]{200}
+\iib{1}{$L$}{$R$}[$1,2$][$0,-1$]
+\end{verbatim}
+$$\begin{egame}(400,80)
+\renewcommand{\egarrowstyle}{m}
+\psset{arrowscale=2}
+\putbranch(200,40)(1,0)[d]{200}
+\iib{1}{$L$}{$R$}[$1,2$][$0,-1$]
+\end{egame}$$
+
+\vspace{4mm}
+
+\psset{arrowscale=1}
+
+\noindent\verb+\iiib[+\emph{style1}\verb+]{+\emph{player-name}\verb+}[+\emph{p%
+layer-label-position}%
+\verb+]{+\emph{action-label1}\verb+}+\newline
+\verb+{+\emph{action-label2}\verb+}{+\emph{action-label3}\verb+}[+\emph{action%
+-label-position}\verb+][+%
+\emph{payoffs1}\verb+][+\emph{payoffs2}\verb+]+\newline
+\verb+[+\emph{payoffs3}{\tt ]}\newline
+\noindent puts three branches with the parameters of the preceding call to
+\verb+\putbranch+, optionally all in the PSTricks style \emph{style}, assigns
+it the player name \emph{player-name}, optionally positions the player label
+relative to the node according to \emph{player-label-position}, and labels the
+left/top action with \emph{action-label1}, the middle action with
+\emph{action-label3}, and the right/bottom action with \emph{action-label2},
+optionally positioning the labels according to \emph{action-label-position}
+and putting the \emph{payoffs1}, \emph{payoffs2}, and \emph{payoffs3}. The
+signs of the direction parameters $($\emph{h-incr}$,$\emph{v-incr}$)$ in the
+preceding \verb+\putbranch+ call are ignored; the directions of the branches
+are determined by the direction of the branch (as specified either by
+\verb+\egdirection+ or by the optional argument of \verb+\putbranch+). If,
+for example, the direction is {\tt d}, then one branch goes down and to the
+left, one goes straight down, and one goes down and to the right.
+
+The first branch in any {\tt egame} is taken to be the initial branch of the
+game; its beginning node is indicated by a small circle. Subsequent branches
+are taken to be non-initial, and are indicated by \verb+\egnode+, the default
+value of which is a small disk. To force a node to be initial, specify
+\verb+\initialtrue+ before it; to force a node to be noninitial, specify
+\verb+\initialfalse+ before it.
+
+Permissible values:
+\begin{description}
+\item[\emph{style}] Any PSTricks line style. [Note that only one style is
+allowed, which applies to all three branches. If you want the branches to
+have different styles, you need to use a combination of \verb+\ib+ and
+\verb+\iib+.]
+\item[\emph{player-name}] Any character string.
+\item[\emph{player-label-position}] Either \verb+o+ (centered over the node),
+or
+\begin{itemize}
+ \item If the direction of the branch (as specified either by
+\verb+\egdirection+ or by an optional argument of \verb+\putbranch+) is {\tt
+d} or {\tt u}, either {\tt l} (above/below and to the left) and {\tt r}
+(above/below and to the right).
+ \item If the direction of the branch is {\tt r} or {\tt l}, either {\tt u}
+(to the left/right and up) and {\tt d} (to the left/right and down).
+\end{itemize}
+Default: is to center the label above for \verb+\egdirection+=\verb+d+, below
+for \verb+\egdirection+=\verb+u+, to the left of the node for
+\verb+\egdirection+=\verb+r+, or to the right of the node for
+\verb+\egdirection+=\verb+l+.
+\item[\emph{action-label1}, \emph{action-label2}, and \emph{action-label3}]
+Any character strings.
+\item[\emph{action-label-position}] \verb+o+ (outside), \verb+i+ (inside), or
+\verb+c+ (centered). Default: \verb+o+.
+\item[\emph{payoffs1}, \emph{payoffs1}, and \emph{payoffs3}] Any character
+strings.
+\end{description}
+
+Examples:
+\begin{verbatim}
+\putbranch(200,240)(1,1){200}
+\iiib{1}{$L$}{$M$}{$R$}
+\end{verbatim}
+$$\begin{egame}(400,280)
+\putbranch(200,240)(1,1){200}
+\iiib{1}{$L$}{$M$}{$R$}
+\psline{<->}(200,0)(400,0)
+\rput*(300,0){200}
+\end{egame}$$
+
+\begin{verbatim}
+\putbranch(30,210)(1,1)[r]{200}
+\iiib[linecolor=gray]{1}{$B$}{$M$}{$T$}[c][$1,2$][$0,-1$][$7,1$]
+\end{verbatim}
+$$\begin{egame}(340,460)
+\putbranch(30,250)(1,1)[r]{200}
+\iiib[linecolor=gray]{1}{$B$}{$M$}{$T$}[c][$1,2$][$0,-1$][$7,1$]
+\psline{<->}(30,0)(230,0)
+\rput*(130,0){200}
+\end{egame}$$
+
+\vspace{4mm}
+
+\noindent
+\verb+\ctmb[+\emph{style}\verb+]{+\emph{player-name}\verb+}[+\emph{player-labe%
+l-position}%
+\verb+](+\emph{h-incr}\verb+,+\emph{v-incr}\verb+)+\newline
+\verb+{+\emph{action-label}\verb+}[+\emph{action-label-position}\verb+][+\emph%
+{payoffs}%
+\verb+]+\newline
+\noindent draws a continuum of branches starting with the parameters of the
+previous call to \verb+\putbranch+, with a single branch drawn as a line with
+PSTricks style \emph{style}, player \emph{player}, with the label optionally
+positioned according to \emph{player-label-position}, and slope
+\emph{h-incr,v-incr}, labeled with \emph{action-label}, which is optionally
+positioned according to \emph{action-label-position}, and optionally with
+payoffs \emph{payoffs}.
+
+\sloppy
+The color of the triangle representing the continuum of branches is
+\verb+\ctmfillcolor+ (default \verb+verylightgray+ (defined in the style)).
+
+
+\fussy
+Permissible values:
+\begin{description}
+\item[\emph{style}] Any PSTricks line style. [Note that this is the style of
+the single branch, {\bfseries not} of the triangle.]
+\item[\emph{player-name}] Any character string.
+\item[\emph{player-label-position}] Either \verb+o+ (centered over the node),
+or
+\begin{itemize}
+ \item If the direction of the branch (as specified either by
+\verb+\egdirection+ or by an optional argument of \verb+\putbranch+) is {\tt
+d} or {\tt u}, either {\tt l} (above/below and to the left) and {\tt r}
+(above/below and to the right).
+ \item If the direction of the branch is {\tt r} or {\tt l}, either {\tt u}
+(to the left/right and up) and {\tt d} (to the left/right and down).
+\end{itemize}
+Default: is to center the label above for \verb+\egdirection+=\verb+d+, below
+for \verb+\egdirection+=\verb+u+, to the left of the node for
+\verb+\egdirection+=\verb+r+, or to the right of the node for
+\verb+\egdirection+=\verb+l+.
+\item[$($\emph{h-incr}$,$\emph{v-incr}$)$] Any pair of integers.
+\item[\emph{action-label}] Any character string.
+\item[\emph{action-label-position}] \verb+o+ (outside), \verb+i+ (inside), or
+\verb+c+ (centered). Default: \verb+o+.
+\item[\emph{payoffs}] Any character strings.
+\end{description}
+
+Examples:
+
+\begin{verbatim}\putbranch(50,240)(2,-1)[d]{200}
+\ctmb{1}(0,1){$A$}[i][$2,2$]:\end{verbatim}
+$$\begin{egame}(100,280)
+\putbranch(50,240)(2,-1)[d]{200}
+\ctmb{1}(0,1){$A$}[i][$2,2$]
+\end{egame}$$
+
+\begin{verbatim}\renewcommand{\ctmfillcolor}{red}
+\renewcommand{\egarrowstyle}{e}
+\putbranch(50,240)(2,-1)[d]{200}
+\ctmb[linecolor=blue]{1}(-1,1){$A$}[i][$2,2$]:\end{verbatim}
+$$\begin{egame}(100,280)
+\renewcommand{\ctmfillcolor}{red}
+\renewcommand{\egarrowstyle}{e}
+\putbranch(50,240)(2,-1)[d]{200}
+\ctmb[linecolor=blue]{1}(-1,1){$A$}[i][$2,2$]
+\end{egame}$$
+
+\begin{verbatim}\putbranch(50,0)(2,1)[u]{200}
+\ctmb{1}(1,1){$A$}[i][$2,2$]:\end{verbatim}
+$$\begin{egame}(100,180)
+\putbranch(50,0)(2,1)[u]{200}
+\ctmb{1}(1,1){$A$}[i][$2,2$]
+\end{egame}$$
+
+\vspace{4mm}
+
+\noindent
+\verb+\ctmbarc[+\emph{style}\verb+]{+\emph{player-name}\verb+}[+\emph{player-l%
+abel-position}%
+\verb+](+\emph{h-incr}\verb+,+\emph{v-incr}\verb+)+\newline
+\verb+{+\emph{action-label}\verb+}[+\emph{action-label-position}\verb+][+\emph%
+{payoffs}%
+\verb+]+\newline
+\noindent represents a continuum of branches by an arc. The branches start
+with the parameters of the previous call to \verb+\putbranch+, with a single
+branch and the arc drawn using the PSTricks style \emph{style}, player
+\emph{player}, the label optionally positioned according to
+\emph{player-label-position}, the line with slope \emph{h-incr,v-incr},
+labeled with \emph{action-label} optionally positioned according to
+\emph{action-label-position}, and optionally with payoffs \emph{payoffs}.
+
+\emph{This macro requires the package} \verb+pst-3d+ \emph{to be loaded after}
+\verb+pstricks+\emph{. In the preamble to your document, include the line}
+\verb+\include{pst-3d}+. (\verb+\pstricks+ itself includes the needed macro,
+but its definition appears to differ from the one in \verb+pst-3d+, which is
+the definition \verb+\ctmbarc+ needs.)
+
+The line drawn by the macro is the intersection of (\emph{i})~a circle
+centered at the start of the branch with radius equal to a half of the
+distance to the following node and (\emph{ii})~the triangle defined by the
+starting node and the two following nodes. For some parameter values, this
+line is not a full arc---see the last example.
+
+The options are the same as those for \verb+\ctmb+. The style of the arc is
+controlled by the parameters \verb+\egarclinestyle+ (possible values
+\verb+solid+, \verb+dashed+, \verb+dotted+, and \verb+none+; default
+\verb+solid+), \verb+\egarclinewidth+ (any dimension; default \verb+0.6pt+),
+\verb+\egarclinecolor+ (any color; default \verb+black+).
+
+Examples:
+
+\begin{verbatim}\putbranch(50,240)(2,2)[d]{200}
+\ctmbarc{1}(1,-2){$A$}[i][$2,2$]:\end{verbatim}
+$$\begin{egame}(100,280)
+\putbranch(50,240)(2,2)[d]{200}
+\egalhshift=-12
+\ctmbarc{1}(1,-2){$A$}[i][$2,2$]
+\end{egame}$$
+
+\begin{verbatim}\def\egarclinestyle{dashed}
+\def\egarclinewidth{2pt}
+\def\egarclinecolor{blue}
+\putbranch(0,150)(2,2)[r]{150}
+\ctmbarc[linewidth=0.3pt,linecolor=red]{1}(1,0){$A$}[$2,2$]:\end{verbatim}
+$$\begin{egame}(150,300)
+\def\egarclinestyle{dashed}\def\egarclinewidth{2pt}\def\egarclinecolor{blue}
+\putbranch(0,150)(2,2)[r]{150}
+\ctmbarc[linewidth=0.3pt,linecolor=red]{1}(1,0){$A$}[$2,2$]
+\end{egame}$$
+
+In the next example part of the arc extends beyond the triangle defined by the
+three nodes, and consequently does not appear.
+
+\begin{verbatim}\putbranch(50,0)(2,1)[u]{200}
+\ctmbarc{1}(1,1){$A$}[i][$2,2$]:\end{verbatim}
+$$\begin{egame}(100,180)
+\putbranch(50,0)(2,1)[u]{200}
+\ctmbarc{1}(1,1){$A$}[i][$2,2$]
+\end{egame}$$
+
+\vspace{4mm}
+
+\noindent\verb+\infoset(+\emph{x-coord}\verb+,+\emph{y-coord}%
+\verb+)[+\emph{direction}\verb+]{+\emph{length}%
+\verb+}{+\emph{player-name}\verb+}+\newline
+\verb+[+\emph{player-label-position}\verb+]+\newline
+\noindent draws an information set starting at
+$($\emph{x-coord}$,$\emph{y-coord}$)$, optionally with direction
+\emph{direction}, of length \emph{length}, with player label
+\emph{player-name}. If the direction of the game is either down or up, the
+information set is horizontal; if the direction of the game is either right or
+left, the information set is vertical. The player label is positioned at the
+middle of the information set, either above, below, to the left, or to the
+right of it, depending on the direction of the game. (Its position can be
+adjusted by adding some space before or after the player name. For
+example,\newline \verb+\infoset(100,200){400}{1\hspace{10mm}}+\newline
+centers the box containing \verb+1\hspace{10mm}+ relative to the information
+set, thus moving the label by about 5mm.
+
+The dot character used in the information set is given by \verb+\infosetdot+,
+the default value of which is \verb+\pscircle*{2.5}+; the spacing between the
+dots is set by \verb+\infosetdotsep+, the default value of which is 20. (See
+Section~\ref{s:params}.)
+
+Permissible values:
+\begin{description}
+\item[$($\emph{x-coord}$,$\emph{y-coord}$)$] Any pair of integers.
+\item[\emph{direction}] {\tt h} (horizontal) or {\tt v} (vertical). If none
+is specified, it is assumed to be \verb+h+ if the game direction is \verb+d+
+or \verb+u+, and \verb+v+ if the game direction is \verb+r+ or \verb+l+.
+\item[\emph{length}] Any nonnegative integer.
+\item[\emph{player-name}] Any character string.
+\item[\emph{player-label-position}] \verb+o+ (over), \verb+u+ (up), or
+\verb+d+ (down) if direction is \verb+h+, \verb+o+ (over), \verb+l+ (left), or
+\verb+r+ (right) if direction is \verb+v+.
+\end{description}
+
+Examples:
+\begin{verbatim}
+\egdirection{d}
+\infoset(0,0){300}{1}
+\end{verbatim}
+$$\begin{egame}(300,4)
+\egdirection{d}
+\infoset(0,0){300}{1}
+\end{egame}$$
+
+\begin{verbatim}
+\egdirection{d}
+\infoset(0,0){300}{1}[o]
+\end{verbatim}
+$$\begin{egame}(300,4)
+\egdirection{d}
+\infoset(0,0){300}{1}[o]
+\end{egame}$$
+
+\begin{verbatim}
+\egdirection{d}
+\infoset(0,0)[u]{200}{1}
+\end{verbatim}
+$$\begin{egame}(0,200)
+\egdirection{d}
+\infoset(0,0)[v]{200}{1}
+\end{egame}$$
+
+\section{Positioning action labels}\label{s:alp}
+The following algorithm is used to position an action label. The ``reference
+point'' for a branch is its midpoint. An action label is surrounded by a box
+(which may be colored and bordered by a line), from which it is separated by
+\verb+\egactionboxsep+, then this box is surrounded by another box, from which
+it is separated by \verb+\egactionlabelsep+. Then, for example, for a label
+positioned above a downward-sloping branch, the bottom left-hand corner of the
+outer box is placed at the reference point, as in Figure~\ref{f:al}. For a
+label positioned above a horizontal branch, the bottom center of the outer box
+is placed at the reference point.
+\begin{figure}[htb]
+\hspace*{\fill}
+\begin{egame}(400,200)[0.2mm]
+\putbranch(0,200)(1,1){200}
+\ib{}{}
+\pspolygon[linewidth=0.4pt](100,100)(100,200)(200,200)(200,100)
+\pspolygon[linewidth=0.4pt](120,120)(120,180)(180,180)(180,120)
+\pspolygon[linewidth=0.4pt](145,145)(145,155)(155,155)(155,145)
+\rput(150,150){o}
+\psline{<->}(150,100)(150,120)
+\rput[l](160,110){$x$}
+\psline{<->}(150,120)(150,145)
+\rput[l](160,132.5){$y$}
+\rput[l](220,160){$y=\setminus $egactionboxsep}
+\rput[l](220,130){$x=\setminus $egactionlabelsep}
+\end{egame}
+\hspace*{\fill}
+\caption[]{The position of an action label above a downward-sloping
+branch.}\label{f:al}
+\end{figure}
+
+This algorithm is not perfect. (Note that it is not continuous in the slope
+of the branch.) The positions of labels may need fine tuning, which may be
+achieved by setting either \verb+\egalhshift+ or \verb+\egalvshift+ or both to
+be nonzero (each is an integer, interpreted as a multiple of the unitlength).
+
+\verb+\egalhshift+ and \verb+\egalvshift+ must be set between
+\verb+\putbranch+ and \verb+\ib+, \verb+\iib+, \verb+\iiib+, or \verb+\ctmb+.
+(They are set to zero by \verb+\putbranch+.)
+
+If \verb+\egalhshift+ is nonzero and \verb+\egalvshift+ is not, the reference
+point for the action label on the single branch in \verb+\ib+, of the
+\emph{right-hand} branch for directions \verb+d+ and \verb+u+ and of both
+branches for directions \verb+r+ and \verb+l+ in \verb+\iib+, and for the
+outer branches of \verb+\iiib+, is moved horizontally by this amount and is
+moved vertically to maintain the same separation from the branch. (That is,
+the action label slides parallel to the branch; it moves horizontally by the
+amount \verb+\egalhshift+.) The reference point of the label on the symmetric
+branch is moved symmetrically. (Note that the label on the middle branch of
+\verb+\iiib+ is not moved. If you want to move it, you need to write separate
+calls to \verb+\iib+ and \verb+\ib+.)
+
+Similarly, if \verb+\egalvshift+ is nonzero and \verb+\egalhshift+ is not, the
+reference point for the action label is moved vertically by this amount and is
+moved horizontally to maintain the same separation from the branch. After a
+branch is drawn, \verb+\egalhshift+ and \verb+\egalvshift+ are reset to zero.
+
+Note that the same effect can be acheived with either \verb+\egalhshift+ or
+\verb+\egalvshift+. The two methods are provided simply because in some cases
+ a vertical shift might be more natural to specify, whereas in other cases a
+horizontal shift might be more natural to specify.
+
+If \emph{both} \verb+\egalhshift+ and \verb+\egalvshift+ are nonzero, the
+reference point is moved horizontally by \verb+\egalhshift+ and vertically by
+\verb+\egalvshift+.
+
+Examples:
+
+\verb+\egdirection{d}+
+\verb+\egalhshift=40+
+$$\begin{egame}(100,280)
+\putbranch(50,240)(2,-1)[d]{200}
+\egalhshift=40
+\iib{1}{$A$}{$B$}[$1,1$][$2,2$]
+\end{egame}$$
+
+\verb+\egalhshift=-40+
+$$\begin{egame}(100,280)
+\putbranch(50,240)(2,-1)[d]{200}
+\egalhshift=-40
+\iib{1}{$A$}{$B$}[$1,1$][$2,2$]
+\end{egame}$$
+
+\verb+\egalhshift=40\egalvshift=40+
+$$\begin{egame}(100,280)
+\putbranch(50,240)(2,-1)[d]{200}
+\egalhshift=40\egalvshift=40
+\iib{1}{$A$}{$B$}[$1,1$][$2,2$]
+\end{egame}$$
+
+\verb+\egdirection{u}\egalhshift=60+
+$$\begin{egame}(100,280)
+\putbranch(40,140)(2,-1)[r]{200}
+\egalhshift=60
+\iib{1}{$A$}{$B$}[$1,1$][$2,2$]
+\end{egame}$$
+\section{Arrows}
+Branches can have arrows either at the end or in the middle, by setting
+
+\verb+\renewcommand{\egarrowstyle}{e}+
+
+\noindent (for arrows at the end), or
+
+\verb+\renewcommand{\egarrowstyle}{m}+
+
+\noindent (for arrows in the middle). The positioning of arrows in the middle
+is not ideal: the \emph{tip} of the arrow is placed in the middle of the
+branch, while ideally the \emph{middle} of the arrow should be there. I can't
+see any easy way to improve the placement.
+
+The style of the arrows can be controlled with PSTricks' various parameters
+(as described, for example, in the \LaTeX\ Graphics Companion).
+\section{Parameters}\label{s:params}
+\noindent\verb+\egdirection+\newline
+\noindent Direction of game. Possible values: {\tt d} (down), {\tt u} (up),
+{\tt r} (right), or {\tt l} (left). Default: {\tt d}. Example:
+\verb+\egdirection{u}+.
+
+\vspace{4mm}
+
+\noindent\verb+\initialtrue+, \verb+\initialfalse+\newline
+\noindent Force a node other than the first one in an \verb+egame+ to be
+initial, or force the first node to be noninitial.
+
+\vspace{4mm}
+
+\sloppy
+\noindent\verb+\eginode+\newline
+\noindent Object used for initial node. Possible values: any object.
+Default: \verb+\pscircle+ \verb+[linewidth=0.4pt]{5}+. Example:
+\verb+\renewcommand{\eginode}+ \verb+{\makebox(0,0){\rule{0.5mm}{0.5mm}}}+
+(the \verb+\makebox+ causes the object to be positioned correctly).
+
+\fussy
+\vspace{4mm}
+
+\noindent\verb+\egnode+\newline
+\noindent Object used for nodes. Possible values: any object. Default:
+\verb+\pscircle*{5}+. Example:
+\verb+\renewcommand{\egnode}{\makebox(0,0){\rule{0.5mm}{0.5mm}}}+ (the
+\verb+\makebox+ causes the object to be positioned correctly).
+
+\vspace{4mm}
+
+\sloppy
+\noindent\verb+\infosetdot+\newline
+\noindent Object used for ``dots'' in information sets. Possible values: any
+object. Default: \verb+\pscircle*{2.5}+. Example:
+\verb+\renewcommand{\infosetdot}+ \verb+{\pscircle*{5}}+.
+
+\fussy
+\vspace{4mm}
+
+\noindent\verb+\infosetdotsep+\newline
+\noindent Spacing between dots in information set, as a multiple of the unit
+length. Possible values: any positive integer. Default: 20. Example:
+\verb+\renewcommand+ \verb+{\infosetdotsep}{40}+.
+
+\vspace{4mm}
+
+\noindent\verb+\egplayerlabelsep+\newline
+\noindent Spacing used to position box containing player label relative to
+center of initial node, and relative to center of information set. Possible
+values: any dimension. Default: 1mm. Example: \verb+\egplayerlabelsep=2mm+.
+
+\vspace{4mm}
+
+\noindent\verb+\egplayerboxsep+\newline
+\noindent Distance between edge of box around player label and player label.
+Possible values: any dimension. Default: 0mm. Example:
+\verb+\egplayerboxsep=1mm+.
+
+\vspace{4mm}
+
+\noindent\verb+\egactionlabelsep+\newline
+\noindent Spacing used to position box containing action label relative to
+branch. Possible values: any dimension. Default: 0.7mm. Example:
+\verb+\egactionlabelsep=+ \verb+1mm+.
+
+\vspace{4mm}
+
+\noindent\verb+\egactionboxsep+\newline
+\noindent Distance between edge of box around action label and action label.
+Possible values: any dimension. Default: 0mm. Example:
+\verb+\egactionboxsep=1mm+.
+
+\vspace{4mm}
+
+\sloppy
+\noindent\verb+\egpayofflabelsep+\newline
+\noindent Spacing used to position box containing action label relative to end
+of branch. Possible values: any dimension. Default: 2mm. Example:
+\verb+\egpayofflabelsep=1mm+.
+
+\fussy
+\vspace{4mm}
+
+\noindent\verb+\egpayoffboxsep+\newline
+\noindent Distance between edge of box around payoffs and payoffs. Possible
+values: any dimension. Default: 0mm. Example: \verb+\egpayoffboxsep=1mm+.
+
+\vspace{4mm}
+
+\noindent\verb+\egalpos+\newline
+\noindent Position of action labels. Possible values: \verb+o+ (outside),
+\verb+i+ (inside), \verb+c+ (center). Default: \verb+o+. Example:
+\verb+\renewcommand{\egalpos}{c}+.
+
+\vspace{4mm}
+
+\noindent\verb+\egalbox+\newline
+\noindent Type of box for action labels. Possible values: \verb+f+ (frame),
+\verb+c+ (circle). Default: \verb+f+. Example:
+\verb+\renewcommand{\egalbox}{c}+.
+
+\vspace{4mm}
+
+\sloppy
+\noindent\verb+\egalboxlinestyle+\newline
+\noindent Style of lines around boxes containing action labels. Possible
+values: \verb+none+, \verb+solid+, \verb+dashed+, \verb+dotted+. Default:
+\verb+none+. Example: \verb+\renewcommand+ \verb+{\egalboxlinestyle}{solid}+.
+
+\fussy
+\vspace{4mm}
+
+\noindent\verb+\egalboxlinecolor+\newline
+\noindent Color of lines around boxes containing action labels. Possible
+values: any defined color. Default: \verb+black+. Example:
+\verb+\renewcommand{\egalboxlinecolor}+ \verb+{red}+.
+
+\vspace{4mm}
+
+\noindent\verb+\egalboxfillstyle+\newline
+\noindent Style of fill of boxes containing action labels. Possible values:
+\verb+none+, \verb+solid+, \verb+vlines+, \verb+vlines*+, \verb+hlines+,
+\verb+hlines*+, \verb+crosshatch+, \verb+crosshatch*+. Default: \verb+none+.
+Example: \verb+\renewcommand{\egalboxfillstyle}{solid}+.
+
+\vspace{4mm}
+
+\sloppy
+\noindent\verb+\egalboxfillcolor+\newline
+\noindent Color of fill of boxes containing action labels. Possible values:
+any defined color. Default: \verb+white+. Example:
+\verb+\renewcommand{\egalboxfillcolor}+ \verb+{blue}+.
+
+\fussy
+\vspace{4mm}
+
+\noindent\verb+\egpaybox+\newline
+\noindent Type of box for payoffs. Possible values: \verb+f+ (frame),
+\verb+c+ (circle). Default: \verb+f+. Example:
+\verb+\renewcommand{\egpaybox}{c}+.
+
+\vspace{4mm}
+
+\sloppy
+\noindent\verb+\egpayboxlinestyle+\newline
+\noindent Style of lines around boxes containing payoffs. Possible values:
+\verb+none+, \verb+solid+, \verb+dashed+, \verb+dotted+. Default:
+\verb+none+. Example: \verb+\renewcommand+
+\verb+{\egpayboxlinestyle}{solid}+.
+
+\fussy
+\vspace{4mm}
+
+\noindent\verb+\egpayboxlinecolor+\newline
+\noindent Color of lines around boxes containing payoffs. Possible values:
+any defined color. Default: \verb+black+. Example:
+\verb+\renewcommand{\egpayboxlinecolor}+ \verb+{gray}+.
+
+\vspace{4mm}
+
+\noindent\verb+\egpayboxfillstyle+\newline
+\noindent Style of fill of boxes containing action payoffs. Possible values:
+\verb+none+, \verb+solid+, \verb+vlines+, \verb+vlines*+, \verb+hlines+,
+\verb+hlines*+, \verb+crosshatch+, \verb+crosshatch*+. Default: \verb+none+.
+Example: \verb+\renewcommand{\egpayboxfillstyle}{solid}+.
+
+\vspace{4mm}
+
+\noindent\verb+\egpayboxfillcolor+\newline
+\noindent Color of fill of boxes containing payoffs. Possible values: any
+defined color. Default: \verb+white+. Example:
+\verb+\renewcommand{\egpayboxfillcolor}{gray}+.
+
+\vspace{4mm}
+
+\noindent\verb+\egplbox+\newline
+\noindent Type of box for player labels. Possible values: \verb+f+ (frame),
+\verb+c+ (circle). Default: \verb+f+. Example:
+\verb+\renewcommand{\egplbox}{c}+.
+
+\vspace{4mm}
+
+\sloppy
+\noindent\verb+\egplboxlinestyle+\newline
+\noindent Style of lines around boxes containing player labels. Possible
+values: \verb+none+, \verb+solid+, \verb+dashed+, \verb+dotted+. Default:
+\verb+none+. Example: \verb+\renewcommand+ \verb+{\egplboxlinestyle}{solid}+.
+
+\fussy
+\vspace{4mm}
+
+\noindent\verb+\egplboxlinecolor+\newline
+\noindent Color of lines around boxes containing player labels. Possible
+values: any defined color. Default: \verb+black+. Example:
+\verb+\renewcommand{\egplboxlinecolor}+ \verb+{gray}+.
+
+\vspace{4mm}
+
+\noindent\verb+\egplboxfillstyle+\newline
+\noindent Style of fill of boxes containing player labels. Possible values:
+\verb+none+, \verb+solid+, \verb+vlines+, \verb+vlines*+, \verb+hlines+,
+\verb+hlines*+, \verb+crosshatch+, \verb+crosshatch*+. Default: \verb+none+.
+Example: \verb+\renewcommand{\egplboxfillstyle}{solid}+.
+
+\vspace{4mm}
+
+\sloppy
+\noindent\verb+\egplboxfillcolor+\newline
+\noindent Color of fill of boxes containing player labels. Possible values:
+any defined color. Default: \verb+white+. Example:
+\verb+\renewcommand{\egplboxfillcolor}+ \verb+{gray}+.
+
+\fussy
+\vspace{4mm}
+
+\noindent\verb+\egarrowstyle+\newline
+\noindent Style of arrows on branches. Possible values: \verb+n+ (none),
+\verb+e+ (end), \verb+m+ (mid). Default: \verb+n+ (none). Example:
+\verb+\renewcommand{\egarrowstyle}{m}+ (mid). The size of the arrows can be
+adjusted by using any of the PSTricks parameters---e.g.\
+\verb+\psset{arrowscale=1.5}+.
+
+\vspace{4mm}
+
+\sloppy
+\noindent\verb+\ctmfillcolor+\newline
+\noindent Color of triangle used to indicate continuum of branches. Possible
+values: any defined color. Default: \verb+verylightgray+. Example:
+\verb+\renewcommand+ \verb+{\ctmfillcolor}{red}+.
+
+\fussy
+\section{Suggestions}
+It seems hard to proceed without first drawing the game on a piece of paper,
+at least roughly. Be sure to allow enough space under (in the case of a
+downward-pointing game) the terminal nodes---put the nodes that precede the
+terminal nodes high enough that the bottom of the payoffs will be at height 0.
+ Similarly, specify the height of the game so that the label for the initial
+player does not poke out the top. If parts of your game poke out of the frame
+defined by the size you specify for your \verb+egame+, \TeX\ will not warn
+you, but the spacing above and/or below your game will not be right. (If you
+specify the height to be too small, for example, the top of your game may
+overlap the text above it.)
+
+You can float your game in a figure (as I have done in the examples above), or
+you can put it in the text. (For example, you may use
+\verb+$$\begin{egame}...+ \verb+\end{egame}$$+). Putting it in the text has
+the disadvantage that if it's big and happens to start at the bottom of a page
+then you may get a lot of white space if it doesn't fit on the page.
+\section{Enhancements}
+It would be nice to have a graphical interface, like that in \LaTeX CAD\@.
+I'm not capable of writing one.
+
+It would be nice also if the macros could calculate the dimensions of the
+whole game, so the the user does not have to specify them in the
+\verb+\begin{game}+ call. To make this change looks like a tough project to
+me.
+
+The label-positioning algorithm could be enhanced, as discussed in
+Section~\ref{s:alp}.
+
+\section{History}
+\begin{description}
+\item[Version 1.0] 2001-4-9 (based on EGAME.STY, 1997-10-16)
+\item[Version 1.1] 2004-6-19 (\verb+\egctmarc+ added, following suggestion of
+Paul Schweinzer).
+\end{description}
+
+\section{Appendix: using pdftricks with pdftex to create a pdf
+file}\label{s:pdftricks}
+If you want to create a pdf file from your \LaTeX\ file and do not want to
+take the dvi $\rightarrow$ ps $\rightarrow$ pdf route, you may use
+\verb+pdftricks+. Eric Gartzke reports that the following input produces the
+expected output. (See his comments for the limitations of this method.) If
+you find a better solution, please let me know.
+
+\begin{verbatim}\documentclass[12pt]{article}
+\usepackage[shell]{pdftricks}
+
+\begin{psinputs}
+\usepackage{pstricks}
+\usepackage{color}
+\usepackage{pstcol}
+\usepackage{pst-plot}
+\usepackage{pst-tree}
+\usepackage{pst-eps}
+\usepackage{multido}
+\usepackage{pst-node}
+\usepackage{pst-eps}
+\usepackage{egameps}
+\end{psinputs}
+
+\usepackage{amsfonts}
+\usepackage{graphicx}
+\usepackage{amsmath}
+\usepackage{setspace}
+\usepackage{fullpage}
+\usepackage{harvard}
+\usepackage{threeparttable}
+\usepackage{amssymb}
+
+\newtheorem{hypothesis}{Hypothesis}
+
+Postscript commands need to be separated from other commands.
+pdftricks literally stops the compiling of the TeX file to run
+postscript/dvi in the background, generating separate small
+TeX files and pdf files of each figure. Notice that egameps
+is called last. This seems to make a considerable
+difference. Here is an example of a simple egame tree.
+
+\begin{pdfpic}
+\begin{figure}[htb]
+\hspace*{\fill}
+\begin{egame}(600,1250)
+\renewcommand{\egarrowstyle}{e}
+\renewcommand{\egnode}{\pscircle*{8}}
+\putbranch(200,1200)(0,1){150} \ib{$N$}[r]{$~k_{i},~k_{j}$}
+\renewcommand{\egarrowstyle}{}
+\putbranch(200,1050)(1,1){200} \egdirection{d}
+\iib{$i$}[l]{$\begin{array}{c}Status\\Quo\end{array}$}{$Challenge$}[$b_{
+i},~1+b_{j}$][]
+\putbranch(400,850)(1,1){200}
+\iib{$~j$}[r]{$Reject$}{$Accept$}[][$\begin{array}{c}1-
+d+b_{i},\\d+b_{j}\end{array}$]
+\putbranch(200,650)(1,1){200}
+\iib{$i$}[l]{$\begin{array}{c}Back\\Down\end{array}$}{$Persist$}[$\begin
+{array}{c}-a_{i},\\1\end{array}$][]
+\putbranch(400,450)(1,1){200}
+\iib{$j$}[r]{$Fight$}{$Acquiesce$}[$\begin{array}{c}p-k_{i},\\1-p-
+k_{j}\end{array}$][$\begin{array}{c}1-d,\\d\end{array}$]
+\end{egame}
+\setcounter{figure}{1}
+\hspace*{\fill} \caption[]{Selection Game
+\label{figure:selection}}
+\end{figure}
+\end{pdfpic}
+
+Again, the figure is isolated from the rest of the TeX file by
+pdftricks commands. Also, the regular LaTeX numbering of
+figures is interfered with, so I adjust with a \setcounter
+command. Finally, the \label and \reference commands do not
+work, so one must simply number the figures in the text.
+\end{verbatim}
+
+
+
+\end{document}
+
+
+