Initial work to remove no-choice nodes from the trees of non-simultaneous move games
Ongoing bug fixing of forced move ellision
Fix a bad completion arsing from deciding role being incorrectly recorded on some nodes (plus commented out some temp debug assertions for now)
Fixed bug with calculation of selection scores exposed by the way the root 'reconnects' to the existign tree in the new decision-nodes-only-retained scheme
Reset keeping of completed nodes (accidentally left on in a test)
Disabled greedy rollouts for basic search performance testing
Disable non-decsion node removal for puzzles
Slight tidy up
Checkpoint - condensed tree structure all fine, heuristics reworked to behave ok with in, good results in Breakthrough (but bad in Skirmish so tweaks still needed).  Will require extensive tidy-ups once functionally stable.
Experimental tweaks
More fiddling!
Moderately successful at Chess
Good results in skirmish, chess and breakthrough
Made dynamic node normalization optional
Some tidy ups
Fix to down-wighting of complete node scores saf gams with non pure win/loss results
Bug fixes for multiple fixed move paths to same terminus (found in Checkers)
Bug fix for irrelevant factor detection
Added correction for heuristic processing of pseudo-noop in some factored games
Heuristic refactorization
Tuned heuristic differential up a bit
Fixed dubious completion processing
Fixed crash when evaluating piece heuristic applicability for non-2-player games
Made dynamic node normalization the default