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Draw tree in tikz


How to Center Titles in Forest Trees?Tikz-PGF: Draw integral test plotTikz how to draw a conditional iterative statementHorizontal decision tree in TikZDrawing Tree Diagram using TikzAbstract word embeddings with TikZDrawing a funnel with Tikzconcept diagram using tikzHow to draw this picture/figure with TikZ?TikZ overlay over png imageCreating this vectorised watermark in TikZ













6















I would like to replicate this powerpoint sketch in LaTeX. I tried it with tikz, but didn't come to a result.



Any help appreciated!
enter image description here










share|improve this question




















  • 5





    Please share your attempt with us as a MWE to help us help you.

    – TeXnician
    Jan 3 at 12:38






  • 2





    I would use the istgame package for drawing such trees. It's very well documented and is designed specifically for game trees.

    – Alan Munn
    Jan 3 at 13:05
















6















I would like to replicate this powerpoint sketch in LaTeX. I tried it with tikz, but didn't come to a result.



Any help appreciated!
enter image description here










share|improve this question




















  • 5





    Please share your attempt with us as a MWE to help us help you.

    – TeXnician
    Jan 3 at 12:38






  • 2





    I would use the istgame package for drawing such trees. It's very well documented and is designed specifically for game trees.

    – Alan Munn
    Jan 3 at 13:05














6












6








6








I would like to replicate this powerpoint sketch in LaTeX. I tried it with tikz, but didn't come to a result.



Any help appreciated!
enter image description here










share|improve this question
















I would like to replicate this powerpoint sketch in LaTeX. I tried it with tikz, but didn't come to a result.



Any help appreciated!
enter image description here







tikz-pgf pstricks






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Jan 4 at 3:50









marmot

106k5129243




106k5129243










asked Jan 3 at 12:34









HazardsHazards

775




775








  • 5





    Please share your attempt with us as a MWE to help us help you.

    – TeXnician
    Jan 3 at 12:38






  • 2





    I would use the istgame package for drawing such trees. It's very well documented and is designed specifically for game trees.

    – Alan Munn
    Jan 3 at 13:05














  • 5





    Please share your attempt with us as a MWE to help us help you.

    – TeXnician
    Jan 3 at 12:38






  • 2





    I would use the istgame package for drawing such trees. It's very well documented and is designed specifically for game trees.

    – Alan Munn
    Jan 3 at 13:05








5




5





Please share your attempt with us as a MWE to help us help you.

– TeXnician
Jan 3 at 12:38





Please share your attempt with us as a MWE to help us help you.

– TeXnician
Jan 3 at 12:38




2




2





I would use the istgame package for drawing such trees. It's very well documented and is designed specifically for game trees.

– Alan Munn
Jan 3 at 13:05





I would use the istgame package for drawing such trees. It's very well documented and is designed specifically for game trees.

– Alan Munn
Jan 3 at 13:05










4 Answers
4






active

oldest

votes


















7














Apart from the istgame package, which has been suggested in Alan Munn's comment, there is also the forest package which is based on TikZ and can be used in order to draw general trees. I base my answer on this answer by @cfr, who will be able to provide a much more elegant version of this if she sees this. However, I think that already this answer illustrates some of the strengths of forest, namely that you can do things programmatically like e.g. the placement of the edge labels, i.e. you do not have to do the repetitions by hand as in other approaches, and, what is perhaps more important, if you decide to change the typesetting of, say acc to be upright (what I want to recommend), you do it once and not over and over.



documentclass{article}
usepackage{forest}

begin{document}
begin{forest}
/tikz/my edge label/.style={inner sep=5pt, midway},
/tikz/c/.style n args={2}{circle,inner sep=3pt,draw,fill=#1,label=above
right:$#2$},
trian/.style={tikz={draw[dashed]() -- ++(1,-1) --++({-2cm-3*sqrt(2)*1pt},0) -- ();}},
for tree={
l sep=4em,
s sep=8em,
anchor=center,
before typesetting nodes={
if n'=1{
if n=1{}{edge label/.wrap value={noexpand node [my edge label,right]
{$not$} }}
}{
edge label/.wrap value={noexpand node [my edge label,left] {$acc$} }
},
},
if n children=0{}{
circle,
draw,
}
}
[,c={black}{x_1},trian
[,c={cyan}{{(a^0,1-a^0)}},label=below:{$x_2$}
[{$(a^0,1-a^0)$}]
[,c={cyan}{{x_3}},trian
[,c={black}{{(a^1,1-a^1)}},label=below:{$x_4$}
[{$bigl(delta_1a^1,delta_2(1-a^1)bigr)$}]
[,c={black}{{x_5}},trian
[,c={cyan}{{(a^2,1-a^2)}},label=below:{$x_6$}
[{$bigl((delta_1)^2a^1,(delta_2)^2(1-a^1)bigr)$}]
[{$(0,0)$}]
]
]
]
]
]
]
end{forest}
end{document}


enter image description here






share|improve this answer































    8














    Here is a starter. Run with xelatex or use auto-pst-pdf:



    documentclass{article}
    usepackage{pst-tree}
    newcommandTriangle[1][black]{TRIANGLE[#1]}
    defTRIANGLE[#1](#2){rput[t](#2){%
    pspolygon[linestyle=dashed](0,0)(-1.3,-1.3)(1.3,-1.3)}%
    pscircle[fillstyle=solid,fillcolor=#1](#2){5pt}}

    begin{document}
    psset{treesep=2,levelsep=2}
    psTree{Tdot[dotsize=10pt,name=x1]}%
    psTree{TC[radius=5pt,name=x2]_[tpos=0.8]{$(a^0,1-a^0)$}}
    TR[name=x2l]{$(a^0,1-a^0)$}^{$acc$}
    psTree{TC[radius=5pt,name=x3]_{$not$}}
    Tdot[dotsize=10pt,name=x4]_[tpos=0.8]{$(a^1,1-a^1)$}
    endpsTree
    endpsTree
    endpsTree
    uput{10pt}[20](x1){$x_1$}%
    Triangle(x1)%
    uput{10pt}[-90](x2){$x_2$}%
    uput{10pt}[0](x3){$x_3$}%
    Triangle[cyan!40](x3)%
    end{document}


    enter image description here






    share|improve this answer































      8














      Here's a version using the istgame package which is designed specifically for drawing game theory trees. The package doesn't have a dashed stye for the dashed continuum of branches, so I've created a new command modelled on the existing istgame continuum of branches macro istcntm macro. This macro is called istcntmx and allows you pass TikZ options to the triangle. Its syntax is otherwise identical.



      documentclass{article}
      usepackage{istgame}
      makeatletter
      ExplSyntaxOn
      NewDocumentCommand istcntmx
      { t' O{istdefault@grow} r() D(){0,0} O{dashed} G{} D+.{cntmdefault@levdist}D.+{cntmdefault@sibdist} }
      {
      IfBooleanTF {#1}
      {
      istCntmRootx' [ #2 ] ( #3 ) ( #4 ) [ #5 ] + #7 .. #8 +
      }
      {
      istCntmRootx [ #2 ] ( #3 ) ( #4 ) [ #5 ] + #7 .. #8 +
      }
      }

      NewDocumentCommandistCntmRootx{t'O{south}r()D(){0,0}O{dashed}G{.5}D+.{cntmdefault@levdist}D.+{cntmdefault@sibdist}}
      {
      IfBooleanTF {#1}
      {
      cntmdistance{#7}{#8}
      tikzset{level~1/.style={level~distance=cntmlevdist,sibling~ distance=cntmsibdist]}}
      setistNullNodeStyle[]{istdefault@nullnodesize}[]
      node (#3) at (#4) [null~node] {} [xtgrowprime=#2] child[#5] child[#5];
      draw [#5] (#3) -- (#3-1) -- (#3-2);
      setistNullNodeStyle{istdefault@nullnodesize}
      }
      {
      cntmdistance{#7}{#8}
      tikzset{level~1/.style={level~distance=cntmlevdist,sibling~ distance=cntmsibdist]}}
      setistNullNodeStyle[]{istdefault@nullnodesize}[]
      node (#3) at (#4) [null~node] {} [xtgrow=#2] child[#5] child[#5];
      draw [#5] (#3) -- (#3-1) -- (#3-2);
      setistNullNodeStyle{istdefault@nullnodesize}
      }
      }
      ExplSyntaxOff
      makeatother
      setistDecisionNodeStyle[black]{6pt}
      tikzset{blue node/.style={draw=blue,fill=cyan!50,circle=6pt}}
      begin{document}
      begin{istgame}
      xtdistance{20mm}{35mm}
      istcntmx(0)+15mm..25mm+
      istroot(0)
      istb*{}[]{(a^{0},1-a^{0})}[[xshift=10pt,yshift=-8pt]right]
      endist
      istroot(1)(0-1)[blue node]<[yshift=-3pt]below>{$x_{2}$}
      istb{acc}[al]{(a^{0},1-a^{0})} istb{not}[ar]{x_{3}}[r]
      endist
      istroot(2)(1-2)[blue node]
      istcntmx(0-1)(1-2)+15mm..25mm+
      istb*{}[]{(a^{1},1-a^{1})}[[xshift=10pt,yshift=-8pt]right]
      endist
      istroot(3)(2-1)<[yshift=-3pt]below>{$x_{4}$}
      istb{acc}[al]{(delta_{1}a^{1},delta_{2}(1-a^{1}))} istb*{not}[ar]
      endist
      end{istgame}
      end{document}


      output of code






      share|improve this answer

































        2














        This is another example of using the istgame package.



        istgame version v2.0



        With the version 2, you can use a new macro istroocntm, which is simpler (if used by defaults) and more powerful than using (obsolete) istcntm and istroot. You can control the features of a continuum triangle using cntmpreset(*).



        documentclass{standalone}

        usepackage{istgame}

        begin{document}

        begin{istgame}[font=scriptsize]
        % presets
        tikzset{odd node/.style={decision node,minimum size=6pt}}
        tikzset{even node/.style={oval node,fill=cyan!50,minimum size=6pt}}
        % game tree
        cntmdistance*{20mm}{35mm}
        cntmpreset*[densely dashed]{.6}
        istrootcntm(1a)[odd node]<15>{$x_1$}
        istb{(a^0,1-a^0)}[right,near end] endist
        istroot(2)(1a-1)[even node]<-90>{$x_2$}
        istb{acc}[al]{left(a^0,1-a^0right)}
        istb{not}[ar]
        endist
        istrootcntm(2a)(2-2)[even node]<0>{$x_3$}
        istb{(a^2,1-a^2)}[right,near end] endist
        istroot(3)(2a-1)[odd node]<-90>{$x_4$}
        istb{acc}[al]{left(delta_1 a^1,delta_2(1-a^1)right)}
        istb{not}[ar]
        endist
        istrootcntm(3a)(3-2)[odd node]<0>{$x_5$}
        istb{(a^2,1-a^2)}[right,near end] endist
        istroot(4)(3a-1)[even node]<-90>{$x_6$}
        istb{acc}[al]{left((delta_1)^2a^2,(delta_2)^2(1-a^2)right)}
        istb{not}[ar]{(0,0)}
        endist
        end{istgame}

        end{document}


        enter image description here



        original answer (istgame v1.0)



        I borrowed distances and colors from Alan's answer, which will work in every direction of tree growing.



        (I am working on an update for the istgame package, hoping that drawing game trees will be a little more easier in various situations. I have also spent some time to new macros related to continua of branches.)



        documentclass{standalone}

        usepackage{istgame}

        begin{document}

        begin{istgame}[scale=1.2,font=scriptsize]
        % presets
        tikzset{odd node/.style={decision node,minimum size=6pt}}
        tikzset{even node/.style={oval node,fill=cyan!50,minimum size=6pt}}
        NewDocumentCommandDASHEDcntm{ r() r() G{} O{below right} }
        {
        istroot(#1)(#2)[null node]+15mm..{(7/4)*15mm}+
        istb[dashed] istb[dashed] endist
        draw [dashed] (#1-1) -- (#1-2);
        xtPayoff($(#1-1)!.5!(#1-2)$){#3}[#4]
        }
        % game tree
        xtdistance{20mm}{35mm}
        DASHEDcntm(1a)(0,0){(a^0,1-a^0)}
        istroot(1a)[odd node]<15>{$x_1$} istb endist
        istroot(2)(1a-1)[even node]<-90>{$x_2$}
        istb{acc}[al]{left(a^0,1-a^0right)}
        istb{not}[ar]
        endist
        DASHEDcntm(2a)(2-2){(a^1,1-a^1)}
        istroot(2a)(2-2)[even node]<0>{$x_3$} istb endist
        istroot(3)(2a-1)[odd node]<-90>{$x_4$}
        istb{acc}[al]{left(delta_1 a^1,delta_2(1-a^1)right)}
        istb{not}[ar]
        endist
        DASHEDcntm(3a)(3-2){(a^2,1-a^2)}
        istroot(3a)(3-2)[odd node]<0>{$x_5$} istb endist
        istroot(4)(3a-1)[even node]<-90>{$x_6$}
        istb{acc}[al]{left((delta_1)^2a^2,(delta_2)^2(1-a^2)right)}
        istb{not}[ar]{(0,0)}
        endist
        end{istgame}

        end{document}





        share|improve this answer

























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          4 Answers
          4






          active

          oldest

          votes








          4 Answers
          4






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          7














          Apart from the istgame package, which has been suggested in Alan Munn's comment, there is also the forest package which is based on TikZ and can be used in order to draw general trees. I base my answer on this answer by @cfr, who will be able to provide a much more elegant version of this if she sees this. However, I think that already this answer illustrates some of the strengths of forest, namely that you can do things programmatically like e.g. the placement of the edge labels, i.e. you do not have to do the repetitions by hand as in other approaches, and, what is perhaps more important, if you decide to change the typesetting of, say acc to be upright (what I want to recommend), you do it once and not over and over.



          documentclass{article}
          usepackage{forest}

          begin{document}
          begin{forest}
          /tikz/my edge label/.style={inner sep=5pt, midway},
          /tikz/c/.style n args={2}{circle,inner sep=3pt,draw,fill=#1,label=above
          right:$#2$},
          trian/.style={tikz={draw[dashed]() -- ++(1,-1) --++({-2cm-3*sqrt(2)*1pt},0) -- ();}},
          for tree={
          l sep=4em,
          s sep=8em,
          anchor=center,
          before typesetting nodes={
          if n'=1{
          if n=1{}{edge label/.wrap value={noexpand node [my edge label,right]
          {$not$} }}
          }{
          edge label/.wrap value={noexpand node [my edge label,left] {$acc$} }
          },
          },
          if n children=0{}{
          circle,
          draw,
          }
          }
          [,c={black}{x_1},trian
          [,c={cyan}{{(a^0,1-a^0)}},label=below:{$x_2$}
          [{$(a^0,1-a^0)$}]
          [,c={cyan}{{x_3}},trian
          [,c={black}{{(a^1,1-a^1)}},label=below:{$x_4$}
          [{$bigl(delta_1a^1,delta_2(1-a^1)bigr)$}]
          [,c={black}{{x_5}},trian
          [,c={cyan}{{(a^2,1-a^2)}},label=below:{$x_6$}
          [{$bigl((delta_1)^2a^1,(delta_2)^2(1-a^1)bigr)$}]
          [{$(0,0)$}]
          ]
          ]
          ]
          ]
          ]
          ]
          end{forest}
          end{document}


          enter image description here






          share|improve this answer




























            7














            Apart from the istgame package, which has been suggested in Alan Munn's comment, there is also the forest package which is based on TikZ and can be used in order to draw general trees. I base my answer on this answer by @cfr, who will be able to provide a much more elegant version of this if she sees this. However, I think that already this answer illustrates some of the strengths of forest, namely that you can do things programmatically like e.g. the placement of the edge labels, i.e. you do not have to do the repetitions by hand as in other approaches, and, what is perhaps more important, if you decide to change the typesetting of, say acc to be upright (what I want to recommend), you do it once and not over and over.



            documentclass{article}
            usepackage{forest}

            begin{document}
            begin{forest}
            /tikz/my edge label/.style={inner sep=5pt, midway},
            /tikz/c/.style n args={2}{circle,inner sep=3pt,draw,fill=#1,label=above
            right:$#2$},
            trian/.style={tikz={draw[dashed]() -- ++(1,-1) --++({-2cm-3*sqrt(2)*1pt},0) -- ();}},
            for tree={
            l sep=4em,
            s sep=8em,
            anchor=center,
            before typesetting nodes={
            if n'=1{
            if n=1{}{edge label/.wrap value={noexpand node [my edge label,right]
            {$not$} }}
            }{
            edge label/.wrap value={noexpand node [my edge label,left] {$acc$} }
            },
            },
            if n children=0{}{
            circle,
            draw,
            }
            }
            [,c={black}{x_1},trian
            [,c={cyan}{{(a^0,1-a^0)}},label=below:{$x_2$}
            [{$(a^0,1-a^0)$}]
            [,c={cyan}{{x_3}},trian
            [,c={black}{{(a^1,1-a^1)}},label=below:{$x_4$}
            [{$bigl(delta_1a^1,delta_2(1-a^1)bigr)$}]
            [,c={black}{{x_5}},trian
            [,c={cyan}{{(a^2,1-a^2)}},label=below:{$x_6$}
            [{$bigl((delta_1)^2a^1,(delta_2)^2(1-a^1)bigr)$}]
            [{$(0,0)$}]
            ]
            ]
            ]
            ]
            ]
            ]
            end{forest}
            end{document}


            enter image description here






            share|improve this answer


























              7












              7








              7







              Apart from the istgame package, which has been suggested in Alan Munn's comment, there is also the forest package which is based on TikZ and can be used in order to draw general trees. I base my answer on this answer by @cfr, who will be able to provide a much more elegant version of this if she sees this. However, I think that already this answer illustrates some of the strengths of forest, namely that you can do things programmatically like e.g. the placement of the edge labels, i.e. you do not have to do the repetitions by hand as in other approaches, and, what is perhaps more important, if you decide to change the typesetting of, say acc to be upright (what I want to recommend), you do it once and not over and over.



              documentclass{article}
              usepackage{forest}

              begin{document}
              begin{forest}
              /tikz/my edge label/.style={inner sep=5pt, midway},
              /tikz/c/.style n args={2}{circle,inner sep=3pt,draw,fill=#1,label=above
              right:$#2$},
              trian/.style={tikz={draw[dashed]() -- ++(1,-1) --++({-2cm-3*sqrt(2)*1pt},0) -- ();}},
              for tree={
              l sep=4em,
              s sep=8em,
              anchor=center,
              before typesetting nodes={
              if n'=1{
              if n=1{}{edge label/.wrap value={noexpand node [my edge label,right]
              {$not$} }}
              }{
              edge label/.wrap value={noexpand node [my edge label,left] {$acc$} }
              },
              },
              if n children=0{}{
              circle,
              draw,
              }
              }
              [,c={black}{x_1},trian
              [,c={cyan}{{(a^0,1-a^0)}},label=below:{$x_2$}
              [{$(a^0,1-a^0)$}]
              [,c={cyan}{{x_3}},trian
              [,c={black}{{(a^1,1-a^1)}},label=below:{$x_4$}
              [{$bigl(delta_1a^1,delta_2(1-a^1)bigr)$}]
              [,c={black}{{x_5}},trian
              [,c={cyan}{{(a^2,1-a^2)}},label=below:{$x_6$}
              [{$bigl((delta_1)^2a^1,(delta_2)^2(1-a^1)bigr)$}]
              [{$(0,0)$}]
              ]
              ]
              ]
              ]
              ]
              ]
              end{forest}
              end{document}


              enter image description here






              share|improve this answer













              Apart from the istgame package, which has been suggested in Alan Munn's comment, there is also the forest package which is based on TikZ and can be used in order to draw general trees. I base my answer on this answer by @cfr, who will be able to provide a much more elegant version of this if she sees this. However, I think that already this answer illustrates some of the strengths of forest, namely that you can do things programmatically like e.g. the placement of the edge labels, i.e. you do not have to do the repetitions by hand as in other approaches, and, what is perhaps more important, if you decide to change the typesetting of, say acc to be upright (what I want to recommend), you do it once and not over and over.



              documentclass{article}
              usepackage{forest}

              begin{document}
              begin{forest}
              /tikz/my edge label/.style={inner sep=5pt, midway},
              /tikz/c/.style n args={2}{circle,inner sep=3pt,draw,fill=#1,label=above
              right:$#2$},
              trian/.style={tikz={draw[dashed]() -- ++(1,-1) --++({-2cm-3*sqrt(2)*1pt},0) -- ();}},
              for tree={
              l sep=4em,
              s sep=8em,
              anchor=center,
              before typesetting nodes={
              if n'=1{
              if n=1{}{edge label/.wrap value={noexpand node [my edge label,right]
              {$not$} }}
              }{
              edge label/.wrap value={noexpand node [my edge label,left] {$acc$} }
              },
              },
              if n children=0{}{
              circle,
              draw,
              }
              }
              [,c={black}{x_1},trian
              [,c={cyan}{{(a^0,1-a^0)}},label=below:{$x_2$}
              [{$(a^0,1-a^0)$}]
              [,c={cyan}{{x_3}},trian
              [,c={black}{{(a^1,1-a^1)}},label=below:{$x_4$}
              [{$bigl(delta_1a^1,delta_2(1-a^1)bigr)$}]
              [,c={black}{{x_5}},trian
              [,c={cyan}{{(a^2,1-a^2)}},label=below:{$x_6$}
              [{$bigl((delta_1)^2a^1,(delta_2)^2(1-a^1)bigr)$}]
              [{$(0,0)$}]
              ]
              ]
              ]
              ]
              ]
              ]
              end{forest}
              end{document}


              enter image description here







              share|improve this answer












              share|improve this answer



              share|improve this answer










              answered Jan 4 at 1:34









              marmotmarmot

              106k5129243




              106k5129243























                  8














                  Here is a starter. Run with xelatex or use auto-pst-pdf:



                  documentclass{article}
                  usepackage{pst-tree}
                  newcommandTriangle[1][black]{TRIANGLE[#1]}
                  defTRIANGLE[#1](#2){rput[t](#2){%
                  pspolygon[linestyle=dashed](0,0)(-1.3,-1.3)(1.3,-1.3)}%
                  pscircle[fillstyle=solid,fillcolor=#1](#2){5pt}}

                  begin{document}
                  psset{treesep=2,levelsep=2}
                  psTree{Tdot[dotsize=10pt,name=x1]}%
                  psTree{TC[radius=5pt,name=x2]_[tpos=0.8]{$(a^0,1-a^0)$}}
                  TR[name=x2l]{$(a^0,1-a^0)$}^{$acc$}
                  psTree{TC[radius=5pt,name=x3]_{$not$}}
                  Tdot[dotsize=10pt,name=x4]_[tpos=0.8]{$(a^1,1-a^1)$}
                  endpsTree
                  endpsTree
                  endpsTree
                  uput{10pt}[20](x1){$x_1$}%
                  Triangle(x1)%
                  uput{10pt}[-90](x2){$x_2$}%
                  uput{10pt}[0](x3){$x_3$}%
                  Triangle[cyan!40](x3)%
                  end{document}


                  enter image description here






                  share|improve this answer




























                    8














                    Here is a starter. Run with xelatex or use auto-pst-pdf:



                    documentclass{article}
                    usepackage{pst-tree}
                    newcommandTriangle[1][black]{TRIANGLE[#1]}
                    defTRIANGLE[#1](#2){rput[t](#2){%
                    pspolygon[linestyle=dashed](0,0)(-1.3,-1.3)(1.3,-1.3)}%
                    pscircle[fillstyle=solid,fillcolor=#1](#2){5pt}}

                    begin{document}
                    psset{treesep=2,levelsep=2}
                    psTree{Tdot[dotsize=10pt,name=x1]}%
                    psTree{TC[radius=5pt,name=x2]_[tpos=0.8]{$(a^0,1-a^0)$}}
                    TR[name=x2l]{$(a^0,1-a^0)$}^{$acc$}
                    psTree{TC[radius=5pt,name=x3]_{$not$}}
                    Tdot[dotsize=10pt,name=x4]_[tpos=0.8]{$(a^1,1-a^1)$}
                    endpsTree
                    endpsTree
                    endpsTree
                    uput{10pt}[20](x1){$x_1$}%
                    Triangle(x1)%
                    uput{10pt}[-90](x2){$x_2$}%
                    uput{10pt}[0](x3){$x_3$}%
                    Triangle[cyan!40](x3)%
                    end{document}


                    enter image description here






                    share|improve this answer


























                      8












                      8








                      8







                      Here is a starter. Run with xelatex or use auto-pst-pdf:



                      documentclass{article}
                      usepackage{pst-tree}
                      newcommandTriangle[1][black]{TRIANGLE[#1]}
                      defTRIANGLE[#1](#2){rput[t](#2){%
                      pspolygon[linestyle=dashed](0,0)(-1.3,-1.3)(1.3,-1.3)}%
                      pscircle[fillstyle=solid,fillcolor=#1](#2){5pt}}

                      begin{document}
                      psset{treesep=2,levelsep=2}
                      psTree{Tdot[dotsize=10pt,name=x1]}%
                      psTree{TC[radius=5pt,name=x2]_[tpos=0.8]{$(a^0,1-a^0)$}}
                      TR[name=x2l]{$(a^0,1-a^0)$}^{$acc$}
                      psTree{TC[radius=5pt,name=x3]_{$not$}}
                      Tdot[dotsize=10pt,name=x4]_[tpos=0.8]{$(a^1,1-a^1)$}
                      endpsTree
                      endpsTree
                      endpsTree
                      uput{10pt}[20](x1){$x_1$}%
                      Triangle(x1)%
                      uput{10pt}[-90](x2){$x_2$}%
                      uput{10pt}[0](x3){$x_3$}%
                      Triangle[cyan!40](x3)%
                      end{document}


                      enter image description here






                      share|improve this answer













                      Here is a starter. Run with xelatex or use auto-pst-pdf:



                      documentclass{article}
                      usepackage{pst-tree}
                      newcommandTriangle[1][black]{TRIANGLE[#1]}
                      defTRIANGLE[#1](#2){rput[t](#2){%
                      pspolygon[linestyle=dashed](0,0)(-1.3,-1.3)(1.3,-1.3)}%
                      pscircle[fillstyle=solid,fillcolor=#1](#2){5pt}}

                      begin{document}
                      psset{treesep=2,levelsep=2}
                      psTree{Tdot[dotsize=10pt,name=x1]}%
                      psTree{TC[radius=5pt,name=x2]_[tpos=0.8]{$(a^0,1-a^0)$}}
                      TR[name=x2l]{$(a^0,1-a^0)$}^{$acc$}
                      psTree{TC[radius=5pt,name=x3]_{$not$}}
                      Tdot[dotsize=10pt,name=x4]_[tpos=0.8]{$(a^1,1-a^1)$}
                      endpsTree
                      endpsTree
                      endpsTree
                      uput{10pt}[20](x1){$x_1$}%
                      Triangle(x1)%
                      uput{10pt}[-90](x2){$x_2$}%
                      uput{10pt}[0](x3){$x_3$}%
                      Triangle[cyan!40](x3)%
                      end{document}


                      enter image description here







                      share|improve this answer












                      share|improve this answer



                      share|improve this answer










                      answered Jan 3 at 20:38









                      HerbertHerbert

                      275k25418731




                      275k25418731























                          8














                          Here's a version using the istgame package which is designed specifically for drawing game theory trees. The package doesn't have a dashed stye for the dashed continuum of branches, so I've created a new command modelled on the existing istgame continuum of branches macro istcntm macro. This macro is called istcntmx and allows you pass TikZ options to the triangle. Its syntax is otherwise identical.



                          documentclass{article}
                          usepackage{istgame}
                          makeatletter
                          ExplSyntaxOn
                          NewDocumentCommand istcntmx
                          { t' O{istdefault@grow} r() D(){0,0} O{dashed} G{} D+.{cntmdefault@levdist}D.+{cntmdefault@sibdist} }
                          {
                          IfBooleanTF {#1}
                          {
                          istCntmRootx' [ #2 ] ( #3 ) ( #4 ) [ #5 ] + #7 .. #8 +
                          }
                          {
                          istCntmRootx [ #2 ] ( #3 ) ( #4 ) [ #5 ] + #7 .. #8 +
                          }
                          }

                          NewDocumentCommandistCntmRootx{t'O{south}r()D(){0,0}O{dashed}G{.5}D+.{cntmdefault@levdist}D.+{cntmdefault@sibdist}}
                          {
                          IfBooleanTF {#1}
                          {
                          cntmdistance{#7}{#8}
                          tikzset{level~1/.style={level~distance=cntmlevdist,sibling~ distance=cntmsibdist]}}
                          setistNullNodeStyle[]{istdefault@nullnodesize}[]
                          node (#3) at (#4) [null~node] {} [xtgrowprime=#2] child[#5] child[#5];
                          draw [#5] (#3) -- (#3-1) -- (#3-2);
                          setistNullNodeStyle{istdefault@nullnodesize}
                          }
                          {
                          cntmdistance{#7}{#8}
                          tikzset{level~1/.style={level~distance=cntmlevdist,sibling~ distance=cntmsibdist]}}
                          setistNullNodeStyle[]{istdefault@nullnodesize}[]
                          node (#3) at (#4) [null~node] {} [xtgrow=#2] child[#5] child[#5];
                          draw [#5] (#3) -- (#3-1) -- (#3-2);
                          setistNullNodeStyle{istdefault@nullnodesize}
                          }
                          }
                          ExplSyntaxOff
                          makeatother
                          setistDecisionNodeStyle[black]{6pt}
                          tikzset{blue node/.style={draw=blue,fill=cyan!50,circle=6pt}}
                          begin{document}
                          begin{istgame}
                          xtdistance{20mm}{35mm}
                          istcntmx(0)+15mm..25mm+
                          istroot(0)
                          istb*{}[]{(a^{0},1-a^{0})}[[xshift=10pt,yshift=-8pt]right]
                          endist
                          istroot(1)(0-1)[blue node]<[yshift=-3pt]below>{$x_{2}$}
                          istb{acc}[al]{(a^{0},1-a^{0})} istb{not}[ar]{x_{3}}[r]
                          endist
                          istroot(2)(1-2)[blue node]
                          istcntmx(0-1)(1-2)+15mm..25mm+
                          istb*{}[]{(a^{1},1-a^{1})}[[xshift=10pt,yshift=-8pt]right]
                          endist
                          istroot(3)(2-1)<[yshift=-3pt]below>{$x_{4}$}
                          istb{acc}[al]{(delta_{1}a^{1},delta_{2}(1-a^{1}))} istb*{not}[ar]
                          endist
                          end{istgame}
                          end{document}


                          output of code






                          share|improve this answer






























                            8














                            Here's a version using the istgame package which is designed specifically for drawing game theory trees. The package doesn't have a dashed stye for the dashed continuum of branches, so I've created a new command modelled on the existing istgame continuum of branches macro istcntm macro. This macro is called istcntmx and allows you pass TikZ options to the triangle. Its syntax is otherwise identical.



                            documentclass{article}
                            usepackage{istgame}
                            makeatletter
                            ExplSyntaxOn
                            NewDocumentCommand istcntmx
                            { t' O{istdefault@grow} r() D(){0,0} O{dashed} G{} D+.{cntmdefault@levdist}D.+{cntmdefault@sibdist} }
                            {
                            IfBooleanTF {#1}
                            {
                            istCntmRootx' [ #2 ] ( #3 ) ( #4 ) [ #5 ] + #7 .. #8 +
                            }
                            {
                            istCntmRootx [ #2 ] ( #3 ) ( #4 ) [ #5 ] + #7 .. #8 +
                            }
                            }

                            NewDocumentCommandistCntmRootx{t'O{south}r()D(){0,0}O{dashed}G{.5}D+.{cntmdefault@levdist}D.+{cntmdefault@sibdist}}
                            {
                            IfBooleanTF {#1}
                            {
                            cntmdistance{#7}{#8}
                            tikzset{level~1/.style={level~distance=cntmlevdist,sibling~ distance=cntmsibdist]}}
                            setistNullNodeStyle[]{istdefault@nullnodesize}[]
                            node (#3) at (#4) [null~node] {} [xtgrowprime=#2] child[#5] child[#5];
                            draw [#5] (#3) -- (#3-1) -- (#3-2);
                            setistNullNodeStyle{istdefault@nullnodesize}
                            }
                            {
                            cntmdistance{#7}{#8}
                            tikzset{level~1/.style={level~distance=cntmlevdist,sibling~ distance=cntmsibdist]}}
                            setistNullNodeStyle[]{istdefault@nullnodesize}[]
                            node (#3) at (#4) [null~node] {} [xtgrow=#2] child[#5] child[#5];
                            draw [#5] (#3) -- (#3-1) -- (#3-2);
                            setistNullNodeStyle{istdefault@nullnodesize}
                            }
                            }
                            ExplSyntaxOff
                            makeatother
                            setistDecisionNodeStyle[black]{6pt}
                            tikzset{blue node/.style={draw=blue,fill=cyan!50,circle=6pt}}
                            begin{document}
                            begin{istgame}
                            xtdistance{20mm}{35mm}
                            istcntmx(0)+15mm..25mm+
                            istroot(0)
                            istb*{}[]{(a^{0},1-a^{0})}[[xshift=10pt,yshift=-8pt]right]
                            endist
                            istroot(1)(0-1)[blue node]<[yshift=-3pt]below>{$x_{2}$}
                            istb{acc}[al]{(a^{0},1-a^{0})} istb{not}[ar]{x_{3}}[r]
                            endist
                            istroot(2)(1-2)[blue node]
                            istcntmx(0-1)(1-2)+15mm..25mm+
                            istb*{}[]{(a^{1},1-a^{1})}[[xshift=10pt,yshift=-8pt]right]
                            endist
                            istroot(3)(2-1)<[yshift=-3pt]below>{$x_{4}$}
                            istb{acc}[al]{(delta_{1}a^{1},delta_{2}(1-a^{1}))} istb*{not}[ar]
                            endist
                            end{istgame}
                            end{document}


                            output of code






                            share|improve this answer




























                              8












                              8








                              8







                              Here's a version using the istgame package which is designed specifically for drawing game theory trees. The package doesn't have a dashed stye for the dashed continuum of branches, so I've created a new command modelled on the existing istgame continuum of branches macro istcntm macro. This macro is called istcntmx and allows you pass TikZ options to the triangle. Its syntax is otherwise identical.



                              documentclass{article}
                              usepackage{istgame}
                              makeatletter
                              ExplSyntaxOn
                              NewDocumentCommand istcntmx
                              { t' O{istdefault@grow} r() D(){0,0} O{dashed} G{} D+.{cntmdefault@levdist}D.+{cntmdefault@sibdist} }
                              {
                              IfBooleanTF {#1}
                              {
                              istCntmRootx' [ #2 ] ( #3 ) ( #4 ) [ #5 ] + #7 .. #8 +
                              }
                              {
                              istCntmRootx [ #2 ] ( #3 ) ( #4 ) [ #5 ] + #7 .. #8 +
                              }
                              }

                              NewDocumentCommandistCntmRootx{t'O{south}r()D(){0,0}O{dashed}G{.5}D+.{cntmdefault@levdist}D.+{cntmdefault@sibdist}}
                              {
                              IfBooleanTF {#1}
                              {
                              cntmdistance{#7}{#8}
                              tikzset{level~1/.style={level~distance=cntmlevdist,sibling~ distance=cntmsibdist]}}
                              setistNullNodeStyle[]{istdefault@nullnodesize}[]
                              node (#3) at (#4) [null~node] {} [xtgrowprime=#2] child[#5] child[#5];
                              draw [#5] (#3) -- (#3-1) -- (#3-2);
                              setistNullNodeStyle{istdefault@nullnodesize}
                              }
                              {
                              cntmdistance{#7}{#8}
                              tikzset{level~1/.style={level~distance=cntmlevdist,sibling~ distance=cntmsibdist]}}
                              setistNullNodeStyle[]{istdefault@nullnodesize}[]
                              node (#3) at (#4) [null~node] {} [xtgrow=#2] child[#5] child[#5];
                              draw [#5] (#3) -- (#3-1) -- (#3-2);
                              setistNullNodeStyle{istdefault@nullnodesize}
                              }
                              }
                              ExplSyntaxOff
                              makeatother
                              setistDecisionNodeStyle[black]{6pt}
                              tikzset{blue node/.style={draw=blue,fill=cyan!50,circle=6pt}}
                              begin{document}
                              begin{istgame}
                              xtdistance{20mm}{35mm}
                              istcntmx(0)+15mm..25mm+
                              istroot(0)
                              istb*{}[]{(a^{0},1-a^{0})}[[xshift=10pt,yshift=-8pt]right]
                              endist
                              istroot(1)(0-1)[blue node]<[yshift=-3pt]below>{$x_{2}$}
                              istb{acc}[al]{(a^{0},1-a^{0})} istb{not}[ar]{x_{3}}[r]
                              endist
                              istroot(2)(1-2)[blue node]
                              istcntmx(0-1)(1-2)+15mm..25mm+
                              istb*{}[]{(a^{1},1-a^{1})}[[xshift=10pt,yshift=-8pt]right]
                              endist
                              istroot(3)(2-1)<[yshift=-3pt]below>{$x_{4}$}
                              istb{acc}[al]{(delta_{1}a^{1},delta_{2}(1-a^{1}))} istb*{not}[ar]
                              endist
                              end{istgame}
                              end{document}


                              output of code






                              share|improve this answer















                              Here's a version using the istgame package which is designed specifically for drawing game theory trees. The package doesn't have a dashed stye for the dashed continuum of branches, so I've created a new command modelled on the existing istgame continuum of branches macro istcntm macro. This macro is called istcntmx and allows you pass TikZ options to the triangle. Its syntax is otherwise identical.



                              documentclass{article}
                              usepackage{istgame}
                              makeatletter
                              ExplSyntaxOn
                              NewDocumentCommand istcntmx
                              { t' O{istdefault@grow} r() D(){0,0} O{dashed} G{} D+.{cntmdefault@levdist}D.+{cntmdefault@sibdist} }
                              {
                              IfBooleanTF {#1}
                              {
                              istCntmRootx' [ #2 ] ( #3 ) ( #4 ) [ #5 ] + #7 .. #8 +
                              }
                              {
                              istCntmRootx [ #2 ] ( #3 ) ( #4 ) [ #5 ] + #7 .. #8 +
                              }
                              }

                              NewDocumentCommandistCntmRootx{t'O{south}r()D(){0,0}O{dashed}G{.5}D+.{cntmdefault@levdist}D.+{cntmdefault@sibdist}}
                              {
                              IfBooleanTF {#1}
                              {
                              cntmdistance{#7}{#8}
                              tikzset{level~1/.style={level~distance=cntmlevdist,sibling~ distance=cntmsibdist]}}
                              setistNullNodeStyle[]{istdefault@nullnodesize}[]
                              node (#3) at (#4) [null~node] {} [xtgrowprime=#2] child[#5] child[#5];
                              draw [#5] (#3) -- (#3-1) -- (#3-2);
                              setistNullNodeStyle{istdefault@nullnodesize}
                              }
                              {
                              cntmdistance{#7}{#8}
                              tikzset{level~1/.style={level~distance=cntmlevdist,sibling~ distance=cntmsibdist]}}
                              setistNullNodeStyle[]{istdefault@nullnodesize}[]
                              node (#3) at (#4) [null~node] {} [xtgrow=#2] child[#5] child[#5];
                              draw [#5] (#3) -- (#3-1) -- (#3-2);
                              setistNullNodeStyle{istdefault@nullnodesize}
                              }
                              }
                              ExplSyntaxOff
                              makeatother
                              setistDecisionNodeStyle[black]{6pt}
                              tikzset{blue node/.style={draw=blue,fill=cyan!50,circle=6pt}}
                              begin{document}
                              begin{istgame}
                              xtdistance{20mm}{35mm}
                              istcntmx(0)+15mm..25mm+
                              istroot(0)
                              istb*{}[]{(a^{0},1-a^{0})}[[xshift=10pt,yshift=-8pt]right]
                              endist
                              istroot(1)(0-1)[blue node]<[yshift=-3pt]below>{$x_{2}$}
                              istb{acc}[al]{(a^{0},1-a^{0})} istb{not}[ar]{x_{3}}[r]
                              endist
                              istroot(2)(1-2)[blue node]
                              istcntmx(0-1)(1-2)+15mm..25mm+
                              istb*{}[]{(a^{1},1-a^{1})}[[xshift=10pt,yshift=-8pt]right]
                              endist
                              istroot(3)(2-1)<[yshift=-3pt]below>{$x_{4}$}
                              istb{acc}[al]{(delta_{1}a^{1},delta_{2}(1-a^{1}))} istb*{not}[ar]
                              endist
                              end{istgame}
                              end{document}


                              output of code







                              share|improve this answer














                              share|improve this answer



                              share|improve this answer








                              edited Jan 4 at 5:21

























                              answered Jan 4 at 3:32









                              Alan MunnAlan Munn

                              162k28431706




                              162k28431706























                                  2














                                  This is another example of using the istgame package.



                                  istgame version v2.0



                                  With the version 2, you can use a new macro istroocntm, which is simpler (if used by defaults) and more powerful than using (obsolete) istcntm and istroot. You can control the features of a continuum triangle using cntmpreset(*).



                                  documentclass{standalone}

                                  usepackage{istgame}

                                  begin{document}

                                  begin{istgame}[font=scriptsize]
                                  % presets
                                  tikzset{odd node/.style={decision node,minimum size=6pt}}
                                  tikzset{even node/.style={oval node,fill=cyan!50,minimum size=6pt}}
                                  % game tree
                                  cntmdistance*{20mm}{35mm}
                                  cntmpreset*[densely dashed]{.6}
                                  istrootcntm(1a)[odd node]<15>{$x_1$}
                                  istb{(a^0,1-a^0)}[right,near end] endist
                                  istroot(2)(1a-1)[even node]<-90>{$x_2$}
                                  istb{acc}[al]{left(a^0,1-a^0right)}
                                  istb{not}[ar]
                                  endist
                                  istrootcntm(2a)(2-2)[even node]<0>{$x_3$}
                                  istb{(a^2,1-a^2)}[right,near end] endist
                                  istroot(3)(2a-1)[odd node]<-90>{$x_4$}
                                  istb{acc}[al]{left(delta_1 a^1,delta_2(1-a^1)right)}
                                  istb{not}[ar]
                                  endist
                                  istrootcntm(3a)(3-2)[odd node]<0>{$x_5$}
                                  istb{(a^2,1-a^2)}[right,near end] endist
                                  istroot(4)(3a-1)[even node]<-90>{$x_6$}
                                  istb{acc}[al]{left((delta_1)^2a^2,(delta_2)^2(1-a^2)right)}
                                  istb{not}[ar]{(0,0)}
                                  endist
                                  end{istgame}

                                  end{document}


                                  enter image description here



                                  original answer (istgame v1.0)



                                  I borrowed distances and colors from Alan's answer, which will work in every direction of tree growing.



                                  (I am working on an update for the istgame package, hoping that drawing game trees will be a little more easier in various situations. I have also spent some time to new macros related to continua of branches.)



                                  documentclass{standalone}

                                  usepackage{istgame}

                                  begin{document}

                                  begin{istgame}[scale=1.2,font=scriptsize]
                                  % presets
                                  tikzset{odd node/.style={decision node,minimum size=6pt}}
                                  tikzset{even node/.style={oval node,fill=cyan!50,minimum size=6pt}}
                                  NewDocumentCommandDASHEDcntm{ r() r() G{} O{below right} }
                                  {
                                  istroot(#1)(#2)[null node]+15mm..{(7/4)*15mm}+
                                  istb[dashed] istb[dashed] endist
                                  draw [dashed] (#1-1) -- (#1-2);
                                  xtPayoff($(#1-1)!.5!(#1-2)$){#3}[#4]
                                  }
                                  % game tree
                                  xtdistance{20mm}{35mm}
                                  DASHEDcntm(1a)(0,0){(a^0,1-a^0)}
                                  istroot(1a)[odd node]<15>{$x_1$} istb endist
                                  istroot(2)(1a-1)[even node]<-90>{$x_2$}
                                  istb{acc}[al]{left(a^0,1-a^0right)}
                                  istb{not}[ar]
                                  endist
                                  DASHEDcntm(2a)(2-2){(a^1,1-a^1)}
                                  istroot(2a)(2-2)[even node]<0>{$x_3$} istb endist
                                  istroot(3)(2a-1)[odd node]<-90>{$x_4$}
                                  istb{acc}[al]{left(delta_1 a^1,delta_2(1-a^1)right)}
                                  istb{not}[ar]
                                  endist
                                  DASHEDcntm(3a)(3-2){(a^2,1-a^2)}
                                  istroot(3a)(3-2)[odd node]<0>{$x_5$} istb endist
                                  istroot(4)(3a-1)[even node]<-90>{$x_6$}
                                  istb{acc}[al]{left((delta_1)^2a^2,(delta_2)^2(1-a^2)right)}
                                  istb{not}[ar]{(0,0)}
                                  endist
                                  end{istgame}

                                  end{document}





                                  share|improve this answer






























                                    2














                                    This is another example of using the istgame package.



                                    istgame version v2.0



                                    With the version 2, you can use a new macro istroocntm, which is simpler (if used by defaults) and more powerful than using (obsolete) istcntm and istroot. You can control the features of a continuum triangle using cntmpreset(*).



                                    documentclass{standalone}

                                    usepackage{istgame}

                                    begin{document}

                                    begin{istgame}[font=scriptsize]
                                    % presets
                                    tikzset{odd node/.style={decision node,minimum size=6pt}}
                                    tikzset{even node/.style={oval node,fill=cyan!50,minimum size=6pt}}
                                    % game tree
                                    cntmdistance*{20mm}{35mm}
                                    cntmpreset*[densely dashed]{.6}
                                    istrootcntm(1a)[odd node]<15>{$x_1$}
                                    istb{(a^0,1-a^0)}[right,near end] endist
                                    istroot(2)(1a-1)[even node]<-90>{$x_2$}
                                    istb{acc}[al]{left(a^0,1-a^0right)}
                                    istb{not}[ar]
                                    endist
                                    istrootcntm(2a)(2-2)[even node]<0>{$x_3$}
                                    istb{(a^2,1-a^2)}[right,near end] endist
                                    istroot(3)(2a-1)[odd node]<-90>{$x_4$}
                                    istb{acc}[al]{left(delta_1 a^1,delta_2(1-a^1)right)}
                                    istb{not}[ar]
                                    endist
                                    istrootcntm(3a)(3-2)[odd node]<0>{$x_5$}
                                    istb{(a^2,1-a^2)}[right,near end] endist
                                    istroot(4)(3a-1)[even node]<-90>{$x_6$}
                                    istb{acc}[al]{left((delta_1)^2a^2,(delta_2)^2(1-a^2)right)}
                                    istb{not}[ar]{(0,0)}
                                    endist
                                    end{istgame}

                                    end{document}


                                    enter image description here



                                    original answer (istgame v1.0)



                                    I borrowed distances and colors from Alan's answer, which will work in every direction of tree growing.



                                    (I am working on an update for the istgame package, hoping that drawing game trees will be a little more easier in various situations. I have also spent some time to new macros related to continua of branches.)



                                    documentclass{standalone}

                                    usepackage{istgame}

                                    begin{document}

                                    begin{istgame}[scale=1.2,font=scriptsize]
                                    % presets
                                    tikzset{odd node/.style={decision node,minimum size=6pt}}
                                    tikzset{even node/.style={oval node,fill=cyan!50,minimum size=6pt}}
                                    NewDocumentCommandDASHEDcntm{ r() r() G{} O{below right} }
                                    {
                                    istroot(#1)(#2)[null node]+15mm..{(7/4)*15mm}+
                                    istb[dashed] istb[dashed] endist
                                    draw [dashed] (#1-1) -- (#1-2);
                                    xtPayoff($(#1-1)!.5!(#1-2)$){#3}[#4]
                                    }
                                    % game tree
                                    xtdistance{20mm}{35mm}
                                    DASHEDcntm(1a)(0,0){(a^0,1-a^0)}
                                    istroot(1a)[odd node]<15>{$x_1$} istb endist
                                    istroot(2)(1a-1)[even node]<-90>{$x_2$}
                                    istb{acc}[al]{left(a^0,1-a^0right)}
                                    istb{not}[ar]
                                    endist
                                    DASHEDcntm(2a)(2-2){(a^1,1-a^1)}
                                    istroot(2a)(2-2)[even node]<0>{$x_3$} istb endist
                                    istroot(3)(2a-1)[odd node]<-90>{$x_4$}
                                    istb{acc}[al]{left(delta_1 a^1,delta_2(1-a^1)right)}
                                    istb{not}[ar]
                                    endist
                                    DASHEDcntm(3a)(3-2){(a^2,1-a^2)}
                                    istroot(3a)(3-2)[odd node]<0>{$x_5$} istb endist
                                    istroot(4)(3a-1)[even node]<-90>{$x_6$}
                                    istb{acc}[al]{left((delta_1)^2a^2,(delta_2)^2(1-a^2)right)}
                                    istb{not}[ar]{(0,0)}
                                    endist
                                    end{istgame}

                                    end{document}





                                    share|improve this answer




























                                      2












                                      2








                                      2







                                      This is another example of using the istgame package.



                                      istgame version v2.0



                                      With the version 2, you can use a new macro istroocntm, which is simpler (if used by defaults) and more powerful than using (obsolete) istcntm and istroot. You can control the features of a continuum triangle using cntmpreset(*).



                                      documentclass{standalone}

                                      usepackage{istgame}

                                      begin{document}

                                      begin{istgame}[font=scriptsize]
                                      % presets
                                      tikzset{odd node/.style={decision node,minimum size=6pt}}
                                      tikzset{even node/.style={oval node,fill=cyan!50,minimum size=6pt}}
                                      % game tree
                                      cntmdistance*{20mm}{35mm}
                                      cntmpreset*[densely dashed]{.6}
                                      istrootcntm(1a)[odd node]<15>{$x_1$}
                                      istb{(a^0,1-a^0)}[right,near end] endist
                                      istroot(2)(1a-1)[even node]<-90>{$x_2$}
                                      istb{acc}[al]{left(a^0,1-a^0right)}
                                      istb{not}[ar]
                                      endist
                                      istrootcntm(2a)(2-2)[even node]<0>{$x_3$}
                                      istb{(a^2,1-a^2)}[right,near end] endist
                                      istroot(3)(2a-1)[odd node]<-90>{$x_4$}
                                      istb{acc}[al]{left(delta_1 a^1,delta_2(1-a^1)right)}
                                      istb{not}[ar]
                                      endist
                                      istrootcntm(3a)(3-2)[odd node]<0>{$x_5$}
                                      istb{(a^2,1-a^2)}[right,near end] endist
                                      istroot(4)(3a-1)[even node]<-90>{$x_6$}
                                      istb{acc}[al]{left((delta_1)^2a^2,(delta_2)^2(1-a^2)right)}
                                      istb{not}[ar]{(0,0)}
                                      endist
                                      end{istgame}

                                      end{document}


                                      enter image description here



                                      original answer (istgame v1.0)



                                      I borrowed distances and colors from Alan's answer, which will work in every direction of tree growing.



                                      (I am working on an update for the istgame package, hoping that drawing game trees will be a little more easier in various situations. I have also spent some time to new macros related to continua of branches.)



                                      documentclass{standalone}

                                      usepackage{istgame}

                                      begin{document}

                                      begin{istgame}[scale=1.2,font=scriptsize]
                                      % presets
                                      tikzset{odd node/.style={decision node,minimum size=6pt}}
                                      tikzset{even node/.style={oval node,fill=cyan!50,minimum size=6pt}}
                                      NewDocumentCommandDASHEDcntm{ r() r() G{} O{below right} }
                                      {
                                      istroot(#1)(#2)[null node]+15mm..{(7/4)*15mm}+
                                      istb[dashed] istb[dashed] endist
                                      draw [dashed] (#1-1) -- (#1-2);
                                      xtPayoff($(#1-1)!.5!(#1-2)$){#3}[#4]
                                      }
                                      % game tree
                                      xtdistance{20mm}{35mm}
                                      DASHEDcntm(1a)(0,0){(a^0,1-a^0)}
                                      istroot(1a)[odd node]<15>{$x_1$} istb endist
                                      istroot(2)(1a-1)[even node]<-90>{$x_2$}
                                      istb{acc}[al]{left(a^0,1-a^0right)}
                                      istb{not}[ar]
                                      endist
                                      DASHEDcntm(2a)(2-2){(a^1,1-a^1)}
                                      istroot(2a)(2-2)[even node]<0>{$x_3$} istb endist
                                      istroot(3)(2a-1)[odd node]<-90>{$x_4$}
                                      istb{acc}[al]{left(delta_1 a^1,delta_2(1-a^1)right)}
                                      istb{not}[ar]
                                      endist
                                      DASHEDcntm(3a)(3-2){(a^2,1-a^2)}
                                      istroot(3a)(3-2)[odd node]<0>{$x_5$} istb endist
                                      istroot(4)(3a-1)[even node]<-90>{$x_6$}
                                      istb{acc}[al]{left((delta_1)^2a^2,(delta_2)^2(1-a^2)right)}
                                      istb{not}[ar]{(0,0)}
                                      endist
                                      end{istgame}

                                      end{document}





                                      share|improve this answer















                                      This is another example of using the istgame package.



                                      istgame version v2.0



                                      With the version 2, you can use a new macro istroocntm, which is simpler (if used by defaults) and more powerful than using (obsolete) istcntm and istroot. You can control the features of a continuum triangle using cntmpreset(*).



                                      documentclass{standalone}

                                      usepackage{istgame}

                                      begin{document}

                                      begin{istgame}[font=scriptsize]
                                      % presets
                                      tikzset{odd node/.style={decision node,minimum size=6pt}}
                                      tikzset{even node/.style={oval node,fill=cyan!50,minimum size=6pt}}
                                      % game tree
                                      cntmdistance*{20mm}{35mm}
                                      cntmpreset*[densely dashed]{.6}
                                      istrootcntm(1a)[odd node]<15>{$x_1$}
                                      istb{(a^0,1-a^0)}[right,near end] endist
                                      istroot(2)(1a-1)[even node]<-90>{$x_2$}
                                      istb{acc}[al]{left(a^0,1-a^0right)}
                                      istb{not}[ar]
                                      endist
                                      istrootcntm(2a)(2-2)[even node]<0>{$x_3$}
                                      istb{(a^2,1-a^2)}[right,near end] endist
                                      istroot(3)(2a-1)[odd node]<-90>{$x_4$}
                                      istb{acc}[al]{left(delta_1 a^1,delta_2(1-a^1)right)}
                                      istb{not}[ar]
                                      endist
                                      istrootcntm(3a)(3-2)[odd node]<0>{$x_5$}
                                      istb{(a^2,1-a^2)}[right,near end] endist
                                      istroot(4)(3a-1)[even node]<-90>{$x_6$}
                                      istb{acc}[al]{left((delta_1)^2a^2,(delta_2)^2(1-a^2)right)}
                                      istb{not}[ar]{(0,0)}
                                      endist
                                      end{istgame}

                                      end{document}


                                      enter image description here



                                      original answer (istgame v1.0)



                                      I borrowed distances and colors from Alan's answer, which will work in every direction of tree growing.



                                      (I am working on an update for the istgame package, hoping that drawing game trees will be a little more easier in various situations. I have also spent some time to new macros related to continua of branches.)



                                      documentclass{standalone}

                                      usepackage{istgame}

                                      begin{document}

                                      begin{istgame}[scale=1.2,font=scriptsize]
                                      % presets
                                      tikzset{odd node/.style={decision node,minimum size=6pt}}
                                      tikzset{even node/.style={oval node,fill=cyan!50,minimum size=6pt}}
                                      NewDocumentCommandDASHEDcntm{ r() r() G{} O{below right} }
                                      {
                                      istroot(#1)(#2)[null node]+15mm..{(7/4)*15mm}+
                                      istb[dashed] istb[dashed] endist
                                      draw [dashed] (#1-1) -- (#1-2);
                                      xtPayoff($(#1-1)!.5!(#1-2)$){#3}[#4]
                                      }
                                      % game tree
                                      xtdistance{20mm}{35mm}
                                      DASHEDcntm(1a)(0,0){(a^0,1-a^0)}
                                      istroot(1a)[odd node]<15>{$x_1$} istb endist
                                      istroot(2)(1a-1)[even node]<-90>{$x_2$}
                                      istb{acc}[al]{left(a^0,1-a^0right)}
                                      istb{not}[ar]
                                      endist
                                      DASHEDcntm(2a)(2-2){(a^1,1-a^1)}
                                      istroot(2a)(2-2)[even node]<0>{$x_3$} istb endist
                                      istroot(3)(2a-1)[odd node]<-90>{$x_4$}
                                      istb{acc}[al]{left(delta_1 a^1,delta_2(1-a^1)right)}
                                      istb{not}[ar]
                                      endist
                                      DASHEDcntm(3a)(3-2){(a^2,1-a^2)}
                                      istroot(3a)(3-2)[odd node]<0>{$x_5$} istb endist
                                      istroot(4)(3a-1)[even node]<-90>{$x_6$}
                                      istb{acc}[al]{left((delta_1)^2a^2,(delta_2)^2(1-a^2)right)}
                                      istb{not}[ar]{(0,0)}
                                      endist
                                      end{istgame}

                                      end{document}






                                      share|improve this answer














                                      share|improve this answer



                                      share|improve this answer








                                      edited 15 mins ago

























                                      answered Jan 5 at 11:59









                                      InSung ChoInSung Cho

                                      86325




                                      86325






























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