Better statistical assessment of the cost of a pseudo-noop when choosing between factors to play from
Weighted choice bteween factor to play from slightly in favour of the factor most ahead id
Tidy up turning off of modified handling of selection through completed node in non-simultaneous games
Fixed suicidal move in Escort Latch Breahthrough that turned out to be down to not propogating a post-completion more than 1 level up the move hierarchy
Added test case for an escort latch breakthrough suicide case
Handle various multiple-XXX factorized games
Fixed a bug that resulted in incorrect goal networks being built in rare cases (JointConnect4)