Inheritance: IGameLog, IDisposable
        public string GetHumanReadableGameLog(int gameNumber)
        {
            // swap order every game if needed
            int[] playedPositions = this.GetPlayerOrderForGameNumber(gameNumber);

            var stringWriter = new System.IO.StringWriter();
            var textWriter = new IndentedTextWriter(stringWriter);
            var readableLog = new HumanReadableGameLog(textWriter);
            var gainSequenceLog = new GainSequenceGameLog(textWriter);
            Random random = new Random(gameNumber);
            using (Game game = new Game(random, gameConfig, new GameLogMultiplexer(readableLog, gainSequenceLog)))
            {
                GameState gameState = new GameState(
                    playerActions,
                    playedPositions,
                    game);
                gameState.PlayGameToEnd();
            }

            return stringWriter.ToString();
        }
        /*
         *  This code answers the following question.   It's player 1's turn.   No provinces have been bought yet - but he's down
         *  scrying pools (lost the split 4/6) and has a more non actions in his deck than the opponent.   Opponenent can
         *  also double province on his turn.  If player1 starts a double province buy war, he will probably Not chain first and lose.
         *  So intead, though he can afford 2 provinces, opts for 1 province, 2 estates and 2 crossroads.
         *  This leaves the deck composition as described below, with scrying pool and festival pile already empty.
         *  There are remaining 6 estates ending, the plan is on the next turn to chain enough of the deck to buy all 6 estates
         *  and 3 pile out the game.   What is the probability of this happening?  (need to draw all 5 festivals and 2 additional coin)
         * */
        public static void Run()
        {
            var player1 = ScryingPoolAndCrossroads.Player();
            var player2 = Strategies.BigMoney.Player();

            var builder = new GameConfigBuilder();
            builder.CardSplit = StartingCardSplit.Random;

            builder.SetStartingDeckPerPlayer(
                new Dominion.CardCountPair[][]
            {
                new Dominion.CardCountPair[]        // Player1
                {
                    new Dominion.CardCountPair(Cards.Estate, 5),
                    new Dominion.CardCountPair(Cards.Province, 1),
                    new Dominion.CardCountPair(Cards.Festival, 5),
                    new Dominion.CardCountPair(Cards.Silver, 2),
                    new Dominion.CardCountPair(Cards.Copper, 2),
                    new Dominion.CardCountPair(Cards.CrossRoads, 3),
                    new Dominion.CardCountPair(Cards.ScryingPool, 4),
                    new Dominion.CardCountPair(Cards.WanderingMinstrel, 1),
                    new Dominion.CardCountPair(Cards.Remake, 1),
                },
                new Dominion.CardCountPair[]        // Player2
                {
                    new Dominion.CardCountPair(Cards.Estate, 3),
                    new Dominion.CardCountPair(Cards.Copper, 7),
                }
            });

            builder.SetKingdomCards(player1, player2);
            GameConfig gameConfig = builder.ToGameConfig();

            var playerActions = new PlayerAction[] { player1, player2 };

            int countWin = 0;
            int countGame = 1000;
            for (int i = 0; i < countGame; ++i)
            {
                using (var indentedTextOutput = TestOutput.GetGameLogWriterForIteration(playerActions, i))
                {
                    var gameLog = new HumanReadableGameLog(indentedTextOutput);
                    using (Game game = new Game(new Random(i), gameConfig, gameLog))
                    {
                        GameState gameState = new GameState(playerActions, new int[] { 0, 1 }, game);

                        PlayerState currentPlayer = gameState.players[0];

                        gameLog.BeginRound(currentPlayer);
                        gameState.PlayTurn(currentPlayer);
                        // 11 = 3 starting estates plus all 8 estates in the pile
                        if (currentPlayer.AllOwnedCards.CountOf(Cards.Estate) == 11)
                        {
                            countWin++;
                            System.Console.WriteLine("Won Game {0}", i);
                        }
                    }
                }
            }

            System.Console.WriteLine("{1}% win for {0}", player1.PlayerName, (double)countWin / countGame * 100);
        }
        public StrategyComparisonResults ComparePlayers(
            GetLogForGame getHumanReadableLogWriter = null,
            GetLogForGame getDebugLogWriter = null,
            bool shouldParallel = true,
            bool gatherStats = true,
            CreateGameLog createGameLog = null,
            int randomSeed = 0)
        {
            PlayerAction player1 = playerActions[0];
            PlayerAction player2 = playerActions[1];

            var result = new StrategyComparisonResults(this, gatherStats);

            Action<int> loopBody = delegate(int gameCount)
            {
                System.Threading.Interlocked.Increment(ref totalGameCount);
                using (IndentedTextWriter textWriter = getHumanReadableLogWriter != null ? getHumanReadableLogWriter(gameCount) :  null)
                using (IndentedTextWriter debugWriter = getDebugLogWriter != null ? getDebugLogWriter(gameCount) : null)
                {
                    var gameLogs = new List<IGameLog>();
                    if (gatherStats)
                    {
                        gameLogs.Add(result.statGatherer);
                    }
                    if (createGameLog != null)
                    {
                        gameLogs.Add(createGameLog());
                    }
                    if (textWriter != null)
                    {
                        var humanReadableGameLog = new HumanReadableGameLog(textWriter);
                        gameLogs.Add(humanReadableGameLog);
                        var gainSequenceGameLog = new GainSequenceGameLog(textWriter);
                        gameLogs.Add(gainSequenceGameLog);
                    }
                    if (debugWriter != null)
                    {
                        var debugLog = new DebugGameLog(debugWriter);
                        gameLogs.Add(debugLog);
                        var gainSequenceGameLog = new GainSequenceGameLog(debugWriter);
                        gameLogs.Add(gainSequenceGameLog);
                    }

                    var gameLogMultiplexer = new GameLogMultiplexer(gameLogs.ToArray());

                    // swap order every game if needed
                    int[] playedPositions = this.GetPlayerOrderForGameNumber(gameCount);

                    Random random = new Random(gameCount + randomSeed);
                    using (Game game = new Game(random, gameConfig, gameLogMultiplexer))
                    {

                        GameState gameState = new GameState(
                            playerActions,
                            playedPositions,
                            game);

                        gameState.PlayGameToEnd();
                        PlayerState[] winners = gameState.WinningPlayers;

                        int player1Score = gameState.players.OriginalPlayerOrder[playedPositions[0]].TotalScore();
                        int player2Score = gameState.players.OriginalPlayerOrder[playedPositions[1]].TotalScore();
                        int scoreDifference = player2Score - player1Score;

                        lock (result)
                        {
                            result.pointSpreadHistogramData.AddOneToBucket(scoreDifference);
                            result.gameEndOnTurnHistogramData.AddOneToBucket(gameState.players.CurrentPlayer.TurnNumber);
                            result.maxTurnNumber = Math.Max(gameState.players.CurrentPlayer.TurnNumber, result.maxTurnNumber);
                            if (winners.Length == 1)
                            {
                                int winningPlayerIndex = winners[0].Actions == player1 ? 0 : 1;
                                result.winnerCount[winningPlayerIndex]++;
                            }
                            else
                            {
                                result.tieCount++;
                            }
                        }
                    }
                }
            };

            if (shouldParallel)
            {
                Parallel.ForEach(Enumerable.Range(0, numberOfGames), loopBody);
            }
            else
            {
                for (int gameCount = 0; gameCount < numberOfGames; ++gameCount)
                    loopBody(gameCount);
            }

            result.gameEndOnTurnHistogramData.InitializeAllBucketsUpTo(result.maxTurnNumber);

            return result;
        }