TikZ - Game theory tree with continuum of moves (depicted as a gray triangle)
In extensive form games (game trees), we usually draw a (gray) triangle in the background of the player's branch (strategy) to denote that the player has a continuum of actions available at that node. For example, in the game tree I am sending below I manually draw the triangles for player PM. Player PM has to choose an x (that can assume any value from 0 to 1). However, I don't know how to draw the triangles using TikZ in LaTeX. I am sending what I am looking for:

Below, I am sending the TikZ code I wrote to produce my tree (without the triangles, of course):
documentclass{article}
usepackage{sgame, tikz} % Game theory packages
usetikzlibrary{trees,backgrounds,calc,positioning,arrows}
begin{document}
begin{tikzpicture}[scale=2.5,font=footnotesize]
tikzset{
% Two node styles for game trees: solid and hollow
solid node/.style={circle,draw,inner sep=1.5,fill=black},
hollow node/.style={circle,draw,inner sep=1.5}
}
% Specify spacing for each level of the tree
tikzstyle{level 1}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 2}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 3}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 4}=[level distance=8mm,sibling distance=20mm]
tikzstyle arrowstyle=[scale=2.5]
tikzstyle directed=[postaction={decorate,decoration={markings,
mark=at position .5 with {arrow[arrowstyle]{stealth}}}}]
% The Tree
node(0)[hollow node,label=above:{$PM$}]{}
child{node(2)[solid node,label=right:{$l_{i}$}]{}
child{node(3)[hollow node,label=left:{$PM$}]{}
child { node [solid node, label=left:$l_{i}$] {}
child {
node {emph{x}}
edge from parent
node[left, xshift=-3] {$Y$}}
child { node [solid node, label=right:$l_{i}$] {}
child { node [solid node,label=right:$l_{i}$] {}
child {
node {emph{ne}}
edge from parent
node[left, xshift=-3] {$A$}}
child {
node {$ddots$}
edge from parent
node[right, xshift=3] {$neg A$}}
edge from parent
node[right] {}
edge from parent
node[left] {$VNC$}}
child {
node {$ddots$}
edge from parent
node[right] {$neg VNC$}}
edge from parent
node[right] {}
edge from parent
node[right, xshift=2] {$N$}}
edge from parent
node[right] {$x$}}
edge from parent node[left, xshift=-3]{$A$}}
child{node(4)[label=below:{$SQ$}]{}
edge from parent node[right]{$neg A$}
}
edge from parent node[right,xshift=3]{$p$}
};
end{tikzpicture}
end{document}
tikz-pgf diagrams tikz-trees forest trees
add a comment |
In extensive form games (game trees), we usually draw a (gray) triangle in the background of the player's branch (strategy) to denote that the player has a continuum of actions available at that node. For example, in the game tree I am sending below I manually draw the triangles for player PM. Player PM has to choose an x (that can assume any value from 0 to 1). However, I don't know how to draw the triangles using TikZ in LaTeX. I am sending what I am looking for:

Below, I am sending the TikZ code I wrote to produce my tree (without the triangles, of course):
documentclass{article}
usepackage{sgame, tikz} % Game theory packages
usetikzlibrary{trees,backgrounds,calc,positioning,arrows}
begin{document}
begin{tikzpicture}[scale=2.5,font=footnotesize]
tikzset{
% Two node styles for game trees: solid and hollow
solid node/.style={circle,draw,inner sep=1.5,fill=black},
hollow node/.style={circle,draw,inner sep=1.5}
}
% Specify spacing for each level of the tree
tikzstyle{level 1}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 2}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 3}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 4}=[level distance=8mm,sibling distance=20mm]
tikzstyle arrowstyle=[scale=2.5]
tikzstyle directed=[postaction={decorate,decoration={markings,
mark=at position .5 with {arrow[arrowstyle]{stealth}}}}]
% The Tree
node(0)[hollow node,label=above:{$PM$}]{}
child{node(2)[solid node,label=right:{$l_{i}$}]{}
child{node(3)[hollow node,label=left:{$PM$}]{}
child { node [solid node, label=left:$l_{i}$] {}
child {
node {emph{x}}
edge from parent
node[left, xshift=-3] {$Y$}}
child { node [solid node, label=right:$l_{i}$] {}
child { node [solid node,label=right:$l_{i}$] {}
child {
node {emph{ne}}
edge from parent
node[left, xshift=-3] {$A$}}
child {
node {$ddots$}
edge from parent
node[right, xshift=3] {$neg A$}}
edge from parent
node[right] {}
edge from parent
node[left] {$VNC$}}
child {
node {$ddots$}
edge from parent
node[right] {$neg VNC$}}
edge from parent
node[right] {}
edge from parent
node[right, xshift=2] {$N$}}
edge from parent
node[right] {$x$}}
edge from parent node[left, xshift=-3]{$A$}}
child{node(4)[label=below:{$SQ$}]{}
edge from parent node[right]{$neg A$}
}
edge from parent node[right,xshift=3]{$p$}
};
end{tikzpicture}
end{document}
tikz-pgf diagrams tikz-trees forest trees
2
Please make your code compilable.
– cfr
Feb 8 '18 at 4:08
add a comment |
In extensive form games (game trees), we usually draw a (gray) triangle in the background of the player's branch (strategy) to denote that the player has a continuum of actions available at that node. For example, in the game tree I am sending below I manually draw the triangles for player PM. Player PM has to choose an x (that can assume any value from 0 to 1). However, I don't know how to draw the triangles using TikZ in LaTeX. I am sending what I am looking for:

Below, I am sending the TikZ code I wrote to produce my tree (without the triangles, of course):
documentclass{article}
usepackage{sgame, tikz} % Game theory packages
usetikzlibrary{trees,backgrounds,calc,positioning,arrows}
begin{document}
begin{tikzpicture}[scale=2.5,font=footnotesize]
tikzset{
% Two node styles for game trees: solid and hollow
solid node/.style={circle,draw,inner sep=1.5,fill=black},
hollow node/.style={circle,draw,inner sep=1.5}
}
% Specify spacing for each level of the tree
tikzstyle{level 1}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 2}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 3}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 4}=[level distance=8mm,sibling distance=20mm]
tikzstyle arrowstyle=[scale=2.5]
tikzstyle directed=[postaction={decorate,decoration={markings,
mark=at position .5 with {arrow[arrowstyle]{stealth}}}}]
% The Tree
node(0)[hollow node,label=above:{$PM$}]{}
child{node(2)[solid node,label=right:{$l_{i}$}]{}
child{node(3)[hollow node,label=left:{$PM$}]{}
child { node [solid node, label=left:$l_{i}$] {}
child {
node {emph{x}}
edge from parent
node[left, xshift=-3] {$Y$}}
child { node [solid node, label=right:$l_{i}$] {}
child { node [solid node,label=right:$l_{i}$] {}
child {
node {emph{ne}}
edge from parent
node[left, xshift=-3] {$A$}}
child {
node {$ddots$}
edge from parent
node[right, xshift=3] {$neg A$}}
edge from parent
node[right] {}
edge from parent
node[left] {$VNC$}}
child {
node {$ddots$}
edge from parent
node[right] {$neg VNC$}}
edge from parent
node[right] {}
edge from parent
node[right, xshift=2] {$N$}}
edge from parent
node[right] {$x$}}
edge from parent node[left, xshift=-3]{$A$}}
child{node(4)[label=below:{$SQ$}]{}
edge from parent node[right]{$neg A$}
}
edge from parent node[right,xshift=3]{$p$}
};
end{tikzpicture}
end{document}
tikz-pgf diagrams tikz-trees forest trees
In extensive form games (game trees), we usually draw a (gray) triangle in the background of the player's branch (strategy) to denote that the player has a continuum of actions available at that node. For example, in the game tree I am sending below I manually draw the triangles for player PM. Player PM has to choose an x (that can assume any value from 0 to 1). However, I don't know how to draw the triangles using TikZ in LaTeX. I am sending what I am looking for:

Below, I am sending the TikZ code I wrote to produce my tree (without the triangles, of course):
documentclass{article}
usepackage{sgame, tikz} % Game theory packages
usetikzlibrary{trees,backgrounds,calc,positioning,arrows}
begin{document}
begin{tikzpicture}[scale=2.5,font=footnotesize]
tikzset{
% Two node styles for game trees: solid and hollow
solid node/.style={circle,draw,inner sep=1.5,fill=black},
hollow node/.style={circle,draw,inner sep=1.5}
}
% Specify spacing for each level of the tree
tikzstyle{level 1}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 2}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 3}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 4}=[level distance=8mm,sibling distance=20mm]
tikzstyle arrowstyle=[scale=2.5]
tikzstyle directed=[postaction={decorate,decoration={markings,
mark=at position .5 with {arrow[arrowstyle]{stealth}}}}]
% The Tree
node(0)[hollow node,label=above:{$PM$}]{}
child{node(2)[solid node,label=right:{$l_{i}$}]{}
child{node(3)[hollow node,label=left:{$PM$}]{}
child { node [solid node, label=left:$l_{i}$] {}
child {
node {emph{x}}
edge from parent
node[left, xshift=-3] {$Y$}}
child { node [solid node, label=right:$l_{i}$] {}
child { node [solid node,label=right:$l_{i}$] {}
child {
node {emph{ne}}
edge from parent
node[left, xshift=-3] {$A$}}
child {
node {$ddots$}
edge from parent
node[right, xshift=3] {$neg A$}}
edge from parent
node[right] {}
edge from parent
node[left] {$VNC$}}
child {
node {$ddots$}
edge from parent
node[right] {$neg VNC$}}
edge from parent
node[right] {}
edge from parent
node[right, xshift=2] {$N$}}
edge from parent
node[right] {$x$}}
edge from parent node[left, xshift=-3]{$A$}}
child{node(4)[label=below:{$SQ$}]{}
edge from parent node[right]{$neg A$}
}
edge from parent node[right,xshift=3]{$p$}
};
end{tikzpicture}
end{document}
tikz-pgf diagrams tikz-trees forest trees
tikz-pgf diagrams tikz-trees forest trees
edited Mar 7 at 14:33
JouleV
5,71821549
5,71821549
asked Feb 8 '18 at 3:52
ThiagoThiago
665
665
2
Please make your code compilable.
– cfr
Feb 8 '18 at 4:08
add a comment |
2
Please make your code compilable.
– cfr
Feb 8 '18 at 4:08
2
2
Please make your code compilable.
– cfr
Feb 8 '18 at 4:08
Please make your code compilable.
– cfr
Feb 8 '18 at 4:08
add a comment |
3 Answers
3
active
oldest
votes
I would probably add the triangles in the background layer. To this end, I load the library backgrounds (and calc for coordinate mending).
documentclass{article}
usepackage{tikz}
usetikzlibrary{backgrounds,calc}
begin{document}
begin{tikzpicture}[scale=2.5,font=footnotesize]
tikzset{
% Two node styles for game trees: solid and hollow
solid node/.style={circle,draw,inner sep=1.5,fill=black},
hollow node/.style={circle,draw,inner sep=1.5}
}
% Specify spacing for each level of the tree
tikzstyle{level 1}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 2}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 3}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 4}=[level distance=8mm,sibling distance=20mm]
tikzstyle arrowstyle=[scale=2.5]
tikzstyle directed=[postaction={decorate,decoration={markings,
mark=at position .5 with {arrow[arrowstyle]{stealth}}}}]
% The Tree
node(0)[hollow node,label=above:{$PM$}]{}
child{node(2)[solid node,label=right:{$l_{i}$}]{}
child{node[hollow node,label=left:{$PM$}](3){}
child { node[solid node, label=left:$l_{i}$](5) {}
child {
node{emph{x}}
edge from parent
node[left, xshift=-3] {$Y$}}
child { node [solid node, label=right:$l_{i}$] {}
child { node [solid node,label=right:$l_{i}$] {}
child {
node {emph{ne}}
edge from parent
node[left, xshift=-3] {$A$}}
child {
node {$ddots$}
edge from parent
node[right, xshift=3] {$neg A$}}
edge from parent
node[right] {}
edge from parent
node[left] {$VNC$}}
child {
node {$ddots$}
edge from parent
node[right] {$neg VNC$}}
edge from parent
node[right] {}
edge from parent
node[right, xshift=2] {$N$}}
edge from parent
node[right] {$x$}}
edge from parent node[left, xshift=-3]{$A$}}
child{node(4)[label=below:{$SQ$}]{}
edge from parent node[right]{$neg A$}
}
edge from parent node[right,xshift=3]{$p$}
};
begin{scope}[on background layer]
draw[fill=gray!40](0.south)--($(2)+(0.6cm,0)$)--($(2)-(0.6cm,0)$)--cycle;
draw[fill=gray!40](3.south)--($(5)+(0.6cm,0)$)--($(5)-(0.6cm,0)$)--cycle;
end{scope}
end{tikzpicture}
end{document}

is it possible to draw the triangles with no (black) borders?
– Thiago
Feb 8 '18 at 4:18
1
@Thiago Sure, just replacedrawbyfillin the commands inside the scope.
– marmot
Feb 8 '18 at 4:21
add a comment |
Well, Forest would be easier if you have to draw several. For example, your tree could be specified as follows:
begin{forest}
dec tree,
[PM
[l_i, my label=p, cont
[PM, my label=A
[l_i, my label=x, cont
[x, my label=Y]
[l_i, my label=N
[l_i, my label=VNC
[ne, my label=A]
[, my label=lnot A]
]
[, my label=lnot VNC]
]
]
]
[Sq, my label=lnot A]
]
]
end{forest}
where my label sets up the edge labels, dec tree enables the overall style, and cont sets a triangle for the parent of the current node.

You can tweak this as desired. (For example, you probably want cont to be specified for the parent and not one of the children. I did it this way only because I initially thought of making it the child's edge.)
documentclass[border=10pt]{standalone}
usepackage{forest}
forestset{
declare toks={lpost}{left},
my label/.style={
if n=1{
edge label={node [midway, left] {$#1$}}
}{
edge label={node [midway, right] {$#1$}}
},
},
cont/.style={
tikz+={
fill [fill=black, fill opacity=.5, blend mode=darken] (!u.children) -- ([xshift=25pt].center) -- ([xshift=-25pt].center) -- cycle;
},
},
dec tree/.style={
for tree={
circle,
inner sep=1.5pt,
l sep'+=25pt,
s sep'+=25pt,
calign=fixed edge angles,
},
where n children=1{draw, fill=white}{
if n children=2{draw, fill=black}{},
},
where level=0{lpost=above}{
if n'=1{lpost=right}{},
},
before typesetting nodes={
where content={}{content=ddots, inner ysep=0pt, child anchor=parent first, math content}{
label/.process={ OOw2{content}{lpost}{##2:$##1$} },
delay={content=},
},
}
}
}
begin{document}
begin{forest}
dec tree,
[PM
[l_i, my label=p, cont
[PM, my label=A
[l_i, my label=x, cont
[x, my label=Y]
[l_i, my label=N
[l_i, my label=VNC
[ne, my label=A]
[, my label=lnot A]
]
[, my label=lnot VNC]
]
]
]
[Sq, my label=lnot A]
]
]
end{forest}
end{document}
add a comment |
Edit: istgame version 2.0
With the istgame version 2, you can use a new macro istrootcntm (instead of using istcntm and istroot) to draw a continuum of branches. Using istrootcntm is simpler and more powerful than using istcntm (discouraged to use the obsolete macro istcntm). See also the use of input mode changer setistmathTF.

documentclass{standalone}
usepackage{istgame}
begin{document}
begin{istgame}[scale=2.5,font=footnotesize]
setistmathTF111 % all labels are in math mode
xtdistance{8mm}{20mm}
istrootcntm(0)[initial node]{PM}+8mm..12mm+
istb{p}[r]
endist
istroot(a)(0-1)<150>{l_2}
istb{A}[l]
istb{neg A}[r]{SQ}
endist
istrootcntm(1)(a-1)[initial node]<180>{PM}+8mm..12mm+
istb{x}[r]
endist
istroot(b)(1-1)<150>{l_2}
istb{Y}[l]{x}[bl]
istb{N}[r]
endist
istroot(c)(b-2){l_i}
istb{VNC}[l]
istb{neg VNC}[r]{ddots}[br]
endist
istroot(d)(c-1){l_i}
istb{A}[l]{ne}[bl]
istb{neg A}[r]{ddots}[br]
endist
end{istgame}
end{document}
Original answer
Here is another solution to use the package istgame, with which you can use istcntm to draw a continuum of actions.
documentclass{standalone}
usepackage{istgame}
begin{document}
begin{istgame}[scale=2.5,font=footnotesize]
xtdistance{8mm}{20mm}
istcntm(ctm0)+8mm..12mm+
istroot(0)(ctm0)[initial node]{$PM$}+cntmlevdist..cntmlevdist+
istb{p}[r]
endist
istroot(a)(0-1)<150>{$l_2$}
istb{A}[l]
istb{neg A}[r]{SQ}
endist
istcntm(ctm1)(a-1)+8mm..12mm+
istroot(1)(ctm1)[initial node]<180>{$PM$}+cntmlevdist..cntmlevdist+
istb{x}[r]
endist
istroot(b)(1-1)<150>{$l_2$}
istb{Y}[l]{x}[bl]
istb{N}[r]
endist
istroot(c)(b-2){$l_i$}
istb{VNC}[l]
istb{neg VNC}[r]{ddots}[br]
endist
istroot(d)(c-1){$l_i$}
istb{A}[l]{ne}[bl]
istb{neg A}[r]{ddots}[br]
endist
end{istgame}
end{document}
add a comment |
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3 Answers
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3 Answers
3
active
oldest
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active
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active
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votes
I would probably add the triangles in the background layer. To this end, I load the library backgrounds (and calc for coordinate mending).
documentclass{article}
usepackage{tikz}
usetikzlibrary{backgrounds,calc}
begin{document}
begin{tikzpicture}[scale=2.5,font=footnotesize]
tikzset{
% Two node styles for game trees: solid and hollow
solid node/.style={circle,draw,inner sep=1.5,fill=black},
hollow node/.style={circle,draw,inner sep=1.5}
}
% Specify spacing for each level of the tree
tikzstyle{level 1}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 2}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 3}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 4}=[level distance=8mm,sibling distance=20mm]
tikzstyle arrowstyle=[scale=2.5]
tikzstyle directed=[postaction={decorate,decoration={markings,
mark=at position .5 with {arrow[arrowstyle]{stealth}}}}]
% The Tree
node(0)[hollow node,label=above:{$PM$}]{}
child{node(2)[solid node,label=right:{$l_{i}$}]{}
child{node[hollow node,label=left:{$PM$}](3){}
child { node[solid node, label=left:$l_{i}$](5) {}
child {
node{emph{x}}
edge from parent
node[left, xshift=-3] {$Y$}}
child { node [solid node, label=right:$l_{i}$] {}
child { node [solid node,label=right:$l_{i}$] {}
child {
node {emph{ne}}
edge from parent
node[left, xshift=-3] {$A$}}
child {
node {$ddots$}
edge from parent
node[right, xshift=3] {$neg A$}}
edge from parent
node[right] {}
edge from parent
node[left] {$VNC$}}
child {
node {$ddots$}
edge from parent
node[right] {$neg VNC$}}
edge from parent
node[right] {}
edge from parent
node[right, xshift=2] {$N$}}
edge from parent
node[right] {$x$}}
edge from parent node[left, xshift=-3]{$A$}}
child{node(4)[label=below:{$SQ$}]{}
edge from parent node[right]{$neg A$}
}
edge from parent node[right,xshift=3]{$p$}
};
begin{scope}[on background layer]
draw[fill=gray!40](0.south)--($(2)+(0.6cm,0)$)--($(2)-(0.6cm,0)$)--cycle;
draw[fill=gray!40](3.south)--($(5)+(0.6cm,0)$)--($(5)-(0.6cm,0)$)--cycle;
end{scope}
end{tikzpicture}
end{document}

is it possible to draw the triangles with no (black) borders?
– Thiago
Feb 8 '18 at 4:18
1
@Thiago Sure, just replacedrawbyfillin the commands inside the scope.
– marmot
Feb 8 '18 at 4:21
add a comment |
I would probably add the triangles in the background layer. To this end, I load the library backgrounds (and calc for coordinate mending).
documentclass{article}
usepackage{tikz}
usetikzlibrary{backgrounds,calc}
begin{document}
begin{tikzpicture}[scale=2.5,font=footnotesize]
tikzset{
% Two node styles for game trees: solid and hollow
solid node/.style={circle,draw,inner sep=1.5,fill=black},
hollow node/.style={circle,draw,inner sep=1.5}
}
% Specify spacing for each level of the tree
tikzstyle{level 1}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 2}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 3}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 4}=[level distance=8mm,sibling distance=20mm]
tikzstyle arrowstyle=[scale=2.5]
tikzstyle directed=[postaction={decorate,decoration={markings,
mark=at position .5 with {arrow[arrowstyle]{stealth}}}}]
% The Tree
node(0)[hollow node,label=above:{$PM$}]{}
child{node(2)[solid node,label=right:{$l_{i}$}]{}
child{node[hollow node,label=left:{$PM$}](3){}
child { node[solid node, label=left:$l_{i}$](5) {}
child {
node{emph{x}}
edge from parent
node[left, xshift=-3] {$Y$}}
child { node [solid node, label=right:$l_{i}$] {}
child { node [solid node,label=right:$l_{i}$] {}
child {
node {emph{ne}}
edge from parent
node[left, xshift=-3] {$A$}}
child {
node {$ddots$}
edge from parent
node[right, xshift=3] {$neg A$}}
edge from parent
node[right] {}
edge from parent
node[left] {$VNC$}}
child {
node {$ddots$}
edge from parent
node[right] {$neg VNC$}}
edge from parent
node[right] {}
edge from parent
node[right, xshift=2] {$N$}}
edge from parent
node[right] {$x$}}
edge from parent node[left, xshift=-3]{$A$}}
child{node(4)[label=below:{$SQ$}]{}
edge from parent node[right]{$neg A$}
}
edge from parent node[right,xshift=3]{$p$}
};
begin{scope}[on background layer]
draw[fill=gray!40](0.south)--($(2)+(0.6cm,0)$)--($(2)-(0.6cm,0)$)--cycle;
draw[fill=gray!40](3.south)--($(5)+(0.6cm,0)$)--($(5)-(0.6cm,0)$)--cycle;
end{scope}
end{tikzpicture}
end{document}

is it possible to draw the triangles with no (black) borders?
– Thiago
Feb 8 '18 at 4:18
1
@Thiago Sure, just replacedrawbyfillin the commands inside the scope.
– marmot
Feb 8 '18 at 4:21
add a comment |
I would probably add the triangles in the background layer. To this end, I load the library backgrounds (and calc for coordinate mending).
documentclass{article}
usepackage{tikz}
usetikzlibrary{backgrounds,calc}
begin{document}
begin{tikzpicture}[scale=2.5,font=footnotesize]
tikzset{
% Two node styles for game trees: solid and hollow
solid node/.style={circle,draw,inner sep=1.5,fill=black},
hollow node/.style={circle,draw,inner sep=1.5}
}
% Specify spacing for each level of the tree
tikzstyle{level 1}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 2}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 3}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 4}=[level distance=8mm,sibling distance=20mm]
tikzstyle arrowstyle=[scale=2.5]
tikzstyle directed=[postaction={decorate,decoration={markings,
mark=at position .5 with {arrow[arrowstyle]{stealth}}}}]
% The Tree
node(0)[hollow node,label=above:{$PM$}]{}
child{node(2)[solid node,label=right:{$l_{i}$}]{}
child{node[hollow node,label=left:{$PM$}](3){}
child { node[solid node, label=left:$l_{i}$](5) {}
child {
node{emph{x}}
edge from parent
node[left, xshift=-3] {$Y$}}
child { node [solid node, label=right:$l_{i}$] {}
child { node [solid node,label=right:$l_{i}$] {}
child {
node {emph{ne}}
edge from parent
node[left, xshift=-3] {$A$}}
child {
node {$ddots$}
edge from parent
node[right, xshift=3] {$neg A$}}
edge from parent
node[right] {}
edge from parent
node[left] {$VNC$}}
child {
node {$ddots$}
edge from parent
node[right] {$neg VNC$}}
edge from parent
node[right] {}
edge from parent
node[right, xshift=2] {$N$}}
edge from parent
node[right] {$x$}}
edge from parent node[left, xshift=-3]{$A$}}
child{node(4)[label=below:{$SQ$}]{}
edge from parent node[right]{$neg A$}
}
edge from parent node[right,xshift=3]{$p$}
};
begin{scope}[on background layer]
draw[fill=gray!40](0.south)--($(2)+(0.6cm,0)$)--($(2)-(0.6cm,0)$)--cycle;
draw[fill=gray!40](3.south)--($(5)+(0.6cm,0)$)--($(5)-(0.6cm,0)$)--cycle;
end{scope}
end{tikzpicture}
end{document}

I would probably add the triangles in the background layer. To this end, I load the library backgrounds (and calc for coordinate mending).
documentclass{article}
usepackage{tikz}
usetikzlibrary{backgrounds,calc}
begin{document}
begin{tikzpicture}[scale=2.5,font=footnotesize]
tikzset{
% Two node styles for game trees: solid and hollow
solid node/.style={circle,draw,inner sep=1.5,fill=black},
hollow node/.style={circle,draw,inner sep=1.5}
}
% Specify spacing for each level of the tree
tikzstyle{level 1}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 2}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 3}=[level distance=8mm,sibling distance=20mm]
tikzstyle{level 4}=[level distance=8mm,sibling distance=20mm]
tikzstyle arrowstyle=[scale=2.5]
tikzstyle directed=[postaction={decorate,decoration={markings,
mark=at position .5 with {arrow[arrowstyle]{stealth}}}}]
% The Tree
node(0)[hollow node,label=above:{$PM$}]{}
child{node(2)[solid node,label=right:{$l_{i}$}]{}
child{node[hollow node,label=left:{$PM$}](3){}
child { node[solid node, label=left:$l_{i}$](5) {}
child {
node{emph{x}}
edge from parent
node[left, xshift=-3] {$Y$}}
child { node [solid node, label=right:$l_{i}$] {}
child { node [solid node,label=right:$l_{i}$] {}
child {
node {emph{ne}}
edge from parent
node[left, xshift=-3] {$A$}}
child {
node {$ddots$}
edge from parent
node[right, xshift=3] {$neg A$}}
edge from parent
node[right] {}
edge from parent
node[left] {$VNC$}}
child {
node {$ddots$}
edge from parent
node[right] {$neg VNC$}}
edge from parent
node[right] {}
edge from parent
node[right, xshift=2] {$N$}}
edge from parent
node[right] {$x$}}
edge from parent node[left, xshift=-3]{$A$}}
child{node(4)[label=below:{$SQ$}]{}
edge from parent node[right]{$neg A$}
}
edge from parent node[right,xshift=3]{$p$}
};
begin{scope}[on background layer]
draw[fill=gray!40](0.south)--($(2)+(0.6cm,0)$)--($(2)-(0.6cm,0)$)--cycle;
draw[fill=gray!40](3.south)--($(5)+(0.6cm,0)$)--($(5)-(0.6cm,0)$)--cycle;
end{scope}
end{tikzpicture}
end{document}

answered Feb 8 '18 at 4:13
marmotmarmot
108k5133251
108k5133251
is it possible to draw the triangles with no (black) borders?
– Thiago
Feb 8 '18 at 4:18
1
@Thiago Sure, just replacedrawbyfillin the commands inside the scope.
– marmot
Feb 8 '18 at 4:21
add a comment |
is it possible to draw the triangles with no (black) borders?
– Thiago
Feb 8 '18 at 4:18
1
@Thiago Sure, just replacedrawbyfillin the commands inside the scope.
– marmot
Feb 8 '18 at 4:21
is it possible to draw the triangles with no (black) borders?
– Thiago
Feb 8 '18 at 4:18
is it possible to draw the triangles with no (black) borders?
– Thiago
Feb 8 '18 at 4:18
1
1
@Thiago Sure, just replace
draw by fill in the commands inside the scope.– marmot
Feb 8 '18 at 4:21
@Thiago Sure, just replace
draw by fill in the commands inside the scope.– marmot
Feb 8 '18 at 4:21
add a comment |
Well, Forest would be easier if you have to draw several. For example, your tree could be specified as follows:
begin{forest}
dec tree,
[PM
[l_i, my label=p, cont
[PM, my label=A
[l_i, my label=x, cont
[x, my label=Y]
[l_i, my label=N
[l_i, my label=VNC
[ne, my label=A]
[, my label=lnot A]
]
[, my label=lnot VNC]
]
]
]
[Sq, my label=lnot A]
]
]
end{forest}
where my label sets up the edge labels, dec tree enables the overall style, and cont sets a triangle for the parent of the current node.

You can tweak this as desired. (For example, you probably want cont to be specified for the parent and not one of the children. I did it this way only because I initially thought of making it the child's edge.)
documentclass[border=10pt]{standalone}
usepackage{forest}
forestset{
declare toks={lpost}{left},
my label/.style={
if n=1{
edge label={node [midway, left] {$#1$}}
}{
edge label={node [midway, right] {$#1$}}
},
},
cont/.style={
tikz+={
fill [fill=black, fill opacity=.5, blend mode=darken] (!u.children) -- ([xshift=25pt].center) -- ([xshift=-25pt].center) -- cycle;
},
},
dec tree/.style={
for tree={
circle,
inner sep=1.5pt,
l sep'+=25pt,
s sep'+=25pt,
calign=fixed edge angles,
},
where n children=1{draw, fill=white}{
if n children=2{draw, fill=black}{},
},
where level=0{lpost=above}{
if n'=1{lpost=right}{},
},
before typesetting nodes={
where content={}{content=ddots, inner ysep=0pt, child anchor=parent first, math content}{
label/.process={ OOw2{content}{lpost}{##2:$##1$} },
delay={content=},
},
}
}
}
begin{document}
begin{forest}
dec tree,
[PM
[l_i, my label=p, cont
[PM, my label=A
[l_i, my label=x, cont
[x, my label=Y]
[l_i, my label=N
[l_i, my label=VNC
[ne, my label=A]
[, my label=lnot A]
]
[, my label=lnot VNC]
]
]
]
[Sq, my label=lnot A]
]
]
end{forest}
end{document}
add a comment |
Well, Forest would be easier if you have to draw several. For example, your tree could be specified as follows:
begin{forest}
dec tree,
[PM
[l_i, my label=p, cont
[PM, my label=A
[l_i, my label=x, cont
[x, my label=Y]
[l_i, my label=N
[l_i, my label=VNC
[ne, my label=A]
[, my label=lnot A]
]
[, my label=lnot VNC]
]
]
]
[Sq, my label=lnot A]
]
]
end{forest}
where my label sets up the edge labels, dec tree enables the overall style, and cont sets a triangle for the parent of the current node.

You can tweak this as desired. (For example, you probably want cont to be specified for the parent and not one of the children. I did it this way only because I initially thought of making it the child's edge.)
documentclass[border=10pt]{standalone}
usepackage{forest}
forestset{
declare toks={lpost}{left},
my label/.style={
if n=1{
edge label={node [midway, left] {$#1$}}
}{
edge label={node [midway, right] {$#1$}}
},
},
cont/.style={
tikz+={
fill [fill=black, fill opacity=.5, blend mode=darken] (!u.children) -- ([xshift=25pt].center) -- ([xshift=-25pt].center) -- cycle;
},
},
dec tree/.style={
for tree={
circle,
inner sep=1.5pt,
l sep'+=25pt,
s sep'+=25pt,
calign=fixed edge angles,
},
where n children=1{draw, fill=white}{
if n children=2{draw, fill=black}{},
},
where level=0{lpost=above}{
if n'=1{lpost=right}{},
},
before typesetting nodes={
where content={}{content=ddots, inner ysep=0pt, child anchor=parent first, math content}{
label/.process={ OOw2{content}{lpost}{##2:$##1$} },
delay={content=},
},
}
}
}
begin{document}
begin{forest}
dec tree,
[PM
[l_i, my label=p, cont
[PM, my label=A
[l_i, my label=x, cont
[x, my label=Y]
[l_i, my label=N
[l_i, my label=VNC
[ne, my label=A]
[, my label=lnot A]
]
[, my label=lnot VNC]
]
]
]
[Sq, my label=lnot A]
]
]
end{forest}
end{document}
add a comment |
Well, Forest would be easier if you have to draw several. For example, your tree could be specified as follows:
begin{forest}
dec tree,
[PM
[l_i, my label=p, cont
[PM, my label=A
[l_i, my label=x, cont
[x, my label=Y]
[l_i, my label=N
[l_i, my label=VNC
[ne, my label=A]
[, my label=lnot A]
]
[, my label=lnot VNC]
]
]
]
[Sq, my label=lnot A]
]
]
end{forest}
where my label sets up the edge labels, dec tree enables the overall style, and cont sets a triangle for the parent of the current node.

You can tweak this as desired. (For example, you probably want cont to be specified for the parent and not one of the children. I did it this way only because I initially thought of making it the child's edge.)
documentclass[border=10pt]{standalone}
usepackage{forest}
forestset{
declare toks={lpost}{left},
my label/.style={
if n=1{
edge label={node [midway, left] {$#1$}}
}{
edge label={node [midway, right] {$#1$}}
},
},
cont/.style={
tikz+={
fill [fill=black, fill opacity=.5, blend mode=darken] (!u.children) -- ([xshift=25pt].center) -- ([xshift=-25pt].center) -- cycle;
},
},
dec tree/.style={
for tree={
circle,
inner sep=1.5pt,
l sep'+=25pt,
s sep'+=25pt,
calign=fixed edge angles,
},
where n children=1{draw, fill=white}{
if n children=2{draw, fill=black}{},
},
where level=0{lpost=above}{
if n'=1{lpost=right}{},
},
before typesetting nodes={
where content={}{content=ddots, inner ysep=0pt, child anchor=parent first, math content}{
label/.process={ OOw2{content}{lpost}{##2:$##1$} },
delay={content=},
},
}
}
}
begin{document}
begin{forest}
dec tree,
[PM
[l_i, my label=p, cont
[PM, my label=A
[l_i, my label=x, cont
[x, my label=Y]
[l_i, my label=N
[l_i, my label=VNC
[ne, my label=A]
[, my label=lnot A]
]
[, my label=lnot VNC]
]
]
]
[Sq, my label=lnot A]
]
]
end{forest}
end{document}
Well, Forest would be easier if you have to draw several. For example, your tree could be specified as follows:
begin{forest}
dec tree,
[PM
[l_i, my label=p, cont
[PM, my label=A
[l_i, my label=x, cont
[x, my label=Y]
[l_i, my label=N
[l_i, my label=VNC
[ne, my label=A]
[, my label=lnot A]
]
[, my label=lnot VNC]
]
]
]
[Sq, my label=lnot A]
]
]
end{forest}
where my label sets up the edge labels, dec tree enables the overall style, and cont sets a triangle for the parent of the current node.

You can tweak this as desired. (For example, you probably want cont to be specified for the parent and not one of the children. I did it this way only because I initially thought of making it the child's edge.)
documentclass[border=10pt]{standalone}
usepackage{forest}
forestset{
declare toks={lpost}{left},
my label/.style={
if n=1{
edge label={node [midway, left] {$#1$}}
}{
edge label={node [midway, right] {$#1$}}
},
},
cont/.style={
tikz+={
fill [fill=black, fill opacity=.5, blend mode=darken] (!u.children) -- ([xshift=25pt].center) -- ([xshift=-25pt].center) -- cycle;
},
},
dec tree/.style={
for tree={
circle,
inner sep=1.5pt,
l sep'+=25pt,
s sep'+=25pt,
calign=fixed edge angles,
},
where n children=1{draw, fill=white}{
if n children=2{draw, fill=black}{},
},
where level=0{lpost=above}{
if n'=1{lpost=right}{},
},
before typesetting nodes={
where content={}{content=ddots, inner ysep=0pt, child anchor=parent first, math content}{
label/.process={ OOw2{content}{lpost}{##2:$##1$} },
delay={content=},
},
}
}
}
begin{document}
begin{forest}
dec tree,
[PM
[l_i, my label=p, cont
[PM, my label=A
[l_i, my label=x, cont
[x, my label=Y]
[l_i, my label=N
[l_i, my label=VNC
[ne, my label=A]
[, my label=lnot A]
]
[, my label=lnot VNC]
]
]
]
[Sq, my label=lnot A]
]
]
end{forest}
end{document}
answered Feb 8 '18 at 5:05
cfrcfr
157k8191390
157k8191390
add a comment |
add a comment |
Edit: istgame version 2.0
With the istgame version 2, you can use a new macro istrootcntm (instead of using istcntm and istroot) to draw a continuum of branches. Using istrootcntm is simpler and more powerful than using istcntm (discouraged to use the obsolete macro istcntm). See also the use of input mode changer setistmathTF.

documentclass{standalone}
usepackage{istgame}
begin{document}
begin{istgame}[scale=2.5,font=footnotesize]
setistmathTF111 % all labels are in math mode
xtdistance{8mm}{20mm}
istrootcntm(0)[initial node]{PM}+8mm..12mm+
istb{p}[r]
endist
istroot(a)(0-1)<150>{l_2}
istb{A}[l]
istb{neg A}[r]{SQ}
endist
istrootcntm(1)(a-1)[initial node]<180>{PM}+8mm..12mm+
istb{x}[r]
endist
istroot(b)(1-1)<150>{l_2}
istb{Y}[l]{x}[bl]
istb{N}[r]
endist
istroot(c)(b-2){l_i}
istb{VNC}[l]
istb{neg VNC}[r]{ddots}[br]
endist
istroot(d)(c-1){l_i}
istb{A}[l]{ne}[bl]
istb{neg A}[r]{ddots}[br]
endist
end{istgame}
end{document}
Original answer
Here is another solution to use the package istgame, with which you can use istcntm to draw a continuum of actions.
documentclass{standalone}
usepackage{istgame}
begin{document}
begin{istgame}[scale=2.5,font=footnotesize]
xtdistance{8mm}{20mm}
istcntm(ctm0)+8mm..12mm+
istroot(0)(ctm0)[initial node]{$PM$}+cntmlevdist..cntmlevdist+
istb{p}[r]
endist
istroot(a)(0-1)<150>{$l_2$}
istb{A}[l]
istb{neg A}[r]{SQ}
endist
istcntm(ctm1)(a-1)+8mm..12mm+
istroot(1)(ctm1)[initial node]<180>{$PM$}+cntmlevdist..cntmlevdist+
istb{x}[r]
endist
istroot(b)(1-1)<150>{$l_2$}
istb{Y}[l]{x}[bl]
istb{N}[r]
endist
istroot(c)(b-2){$l_i$}
istb{VNC}[l]
istb{neg VNC}[r]{ddots}[br]
endist
istroot(d)(c-1){$l_i$}
istb{A}[l]{ne}[bl]
istb{neg A}[r]{ddots}[br]
endist
end{istgame}
end{document}
add a comment |
Edit: istgame version 2.0
With the istgame version 2, you can use a new macro istrootcntm (instead of using istcntm and istroot) to draw a continuum of branches. Using istrootcntm is simpler and more powerful than using istcntm (discouraged to use the obsolete macro istcntm). See also the use of input mode changer setistmathTF.

documentclass{standalone}
usepackage{istgame}
begin{document}
begin{istgame}[scale=2.5,font=footnotesize]
setistmathTF111 % all labels are in math mode
xtdistance{8mm}{20mm}
istrootcntm(0)[initial node]{PM}+8mm..12mm+
istb{p}[r]
endist
istroot(a)(0-1)<150>{l_2}
istb{A}[l]
istb{neg A}[r]{SQ}
endist
istrootcntm(1)(a-1)[initial node]<180>{PM}+8mm..12mm+
istb{x}[r]
endist
istroot(b)(1-1)<150>{l_2}
istb{Y}[l]{x}[bl]
istb{N}[r]
endist
istroot(c)(b-2){l_i}
istb{VNC}[l]
istb{neg VNC}[r]{ddots}[br]
endist
istroot(d)(c-1){l_i}
istb{A}[l]{ne}[bl]
istb{neg A}[r]{ddots}[br]
endist
end{istgame}
end{document}
Original answer
Here is another solution to use the package istgame, with which you can use istcntm to draw a continuum of actions.
documentclass{standalone}
usepackage{istgame}
begin{document}
begin{istgame}[scale=2.5,font=footnotesize]
xtdistance{8mm}{20mm}
istcntm(ctm0)+8mm..12mm+
istroot(0)(ctm0)[initial node]{$PM$}+cntmlevdist..cntmlevdist+
istb{p}[r]
endist
istroot(a)(0-1)<150>{$l_2$}
istb{A}[l]
istb{neg A}[r]{SQ}
endist
istcntm(ctm1)(a-1)+8mm..12mm+
istroot(1)(ctm1)[initial node]<180>{$PM$}+cntmlevdist..cntmlevdist+
istb{x}[r]
endist
istroot(b)(1-1)<150>{$l_2$}
istb{Y}[l]{x}[bl]
istb{N}[r]
endist
istroot(c)(b-2){$l_i$}
istb{VNC}[l]
istb{neg VNC}[r]{ddots}[br]
endist
istroot(d)(c-1){$l_i$}
istb{A}[l]{ne}[bl]
istb{neg A}[r]{ddots}[br]
endist
end{istgame}
end{document}
add a comment |
Edit: istgame version 2.0
With the istgame version 2, you can use a new macro istrootcntm (instead of using istcntm and istroot) to draw a continuum of branches. Using istrootcntm is simpler and more powerful than using istcntm (discouraged to use the obsolete macro istcntm). See also the use of input mode changer setistmathTF.

documentclass{standalone}
usepackage{istgame}
begin{document}
begin{istgame}[scale=2.5,font=footnotesize]
setistmathTF111 % all labels are in math mode
xtdistance{8mm}{20mm}
istrootcntm(0)[initial node]{PM}+8mm..12mm+
istb{p}[r]
endist
istroot(a)(0-1)<150>{l_2}
istb{A}[l]
istb{neg A}[r]{SQ}
endist
istrootcntm(1)(a-1)[initial node]<180>{PM}+8mm..12mm+
istb{x}[r]
endist
istroot(b)(1-1)<150>{l_2}
istb{Y}[l]{x}[bl]
istb{N}[r]
endist
istroot(c)(b-2){l_i}
istb{VNC}[l]
istb{neg VNC}[r]{ddots}[br]
endist
istroot(d)(c-1){l_i}
istb{A}[l]{ne}[bl]
istb{neg A}[r]{ddots}[br]
endist
end{istgame}
end{document}
Original answer
Here is another solution to use the package istgame, with which you can use istcntm to draw a continuum of actions.
documentclass{standalone}
usepackage{istgame}
begin{document}
begin{istgame}[scale=2.5,font=footnotesize]
xtdistance{8mm}{20mm}
istcntm(ctm0)+8mm..12mm+
istroot(0)(ctm0)[initial node]{$PM$}+cntmlevdist..cntmlevdist+
istb{p}[r]
endist
istroot(a)(0-1)<150>{$l_2$}
istb{A}[l]
istb{neg A}[r]{SQ}
endist
istcntm(ctm1)(a-1)+8mm..12mm+
istroot(1)(ctm1)[initial node]<180>{$PM$}+cntmlevdist..cntmlevdist+
istb{x}[r]
endist
istroot(b)(1-1)<150>{$l_2$}
istb{Y}[l]{x}[bl]
istb{N}[r]
endist
istroot(c)(b-2){$l_i$}
istb{VNC}[l]
istb{neg VNC}[r]{ddots}[br]
endist
istroot(d)(c-1){$l_i$}
istb{A}[l]{ne}[bl]
istb{neg A}[r]{ddots}[br]
endist
end{istgame}
end{document}
Edit: istgame version 2.0
With the istgame version 2, you can use a new macro istrootcntm (instead of using istcntm and istroot) to draw a continuum of branches. Using istrootcntm is simpler and more powerful than using istcntm (discouraged to use the obsolete macro istcntm). See also the use of input mode changer setistmathTF.

documentclass{standalone}
usepackage{istgame}
begin{document}
begin{istgame}[scale=2.5,font=footnotesize]
setistmathTF111 % all labels are in math mode
xtdistance{8mm}{20mm}
istrootcntm(0)[initial node]{PM}+8mm..12mm+
istb{p}[r]
endist
istroot(a)(0-1)<150>{l_2}
istb{A}[l]
istb{neg A}[r]{SQ}
endist
istrootcntm(1)(a-1)[initial node]<180>{PM}+8mm..12mm+
istb{x}[r]
endist
istroot(b)(1-1)<150>{l_2}
istb{Y}[l]{x}[bl]
istb{N}[r]
endist
istroot(c)(b-2){l_i}
istb{VNC}[l]
istb{neg VNC}[r]{ddots}[br]
endist
istroot(d)(c-1){l_i}
istb{A}[l]{ne}[bl]
istb{neg A}[r]{ddots}[br]
endist
end{istgame}
end{document}
Original answer
Here is another solution to use the package istgame, with which you can use istcntm to draw a continuum of actions.
documentclass{standalone}
usepackage{istgame}
begin{document}
begin{istgame}[scale=2.5,font=footnotesize]
xtdistance{8mm}{20mm}
istcntm(ctm0)+8mm..12mm+
istroot(0)(ctm0)[initial node]{$PM$}+cntmlevdist..cntmlevdist+
istb{p}[r]
endist
istroot(a)(0-1)<150>{$l_2$}
istb{A}[l]
istb{neg A}[r]{SQ}
endist
istcntm(ctm1)(a-1)+8mm..12mm+
istroot(1)(ctm1)[initial node]<180>{$PM$}+cntmlevdist..cntmlevdist+
istb{x}[r]
endist
istroot(b)(1-1)<150>{$l_2$}
istb{Y}[l]{x}[bl]
istb{N}[r]
endist
istroot(c)(b-2){$l_i$}
istb{VNC}[l]
istb{neg VNC}[r]{ddots}[br]
endist
istroot(d)(c-1){$l_i$}
istb{A}[l]{ne}[bl]
istb{neg A}[r]{ddots}[br]
endist
end{istgame}
end{document}
edited Mar 7 at 14:27
answered Feb 10 '18 at 14:45
InSung ChoInSung Cho
88325
88325
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2
Please make your code compilable.
– cfr
Feb 8 '18 at 4:08