There are various reasons why we might want to traverse a game tree after a solve. My present usecase (mentioned in #14) is to build a strategy simplifier by pruning low-utility branches. Another use case would bet to serialize the game tree efficiently (rather than dumping to memory, we could serialize relevant pre-river state), and if mutability was allowed we could even modify trees during a visit.
Would this be something you'd want to support? I'd maybe be willing to take a stab at the implementation though I can't guarantee quality.
Edit: I over-edited the above to the point of being nonsense: I want some isolated logic to make traversing a game tree dead simple, something that does all the traversal logic and lets me hook into the right spots with lamdas or whatever.
There are various reasons why we might want to traverse a game tree after a solve. My present usecase (mentioned in #14) is to build a strategy simplifier by pruning low-utility branches. Another use case would bet to serialize the game tree efficiently (rather than dumping to memory, we could serialize relevant pre-river state), and if mutability was allowed we could even modify trees during a visit.
Would this be something you'd want to support? I'd maybe be willing to take a stab at the implementation though I can't guarantee quality.
Edit: I over-edited the above to the point of being nonsense: I want some isolated logic to make traversing a game tree dead simple, something that does all the traversal logic and lets me hook into the right spots with lamdas or whatever.