Uniform sampling of Directed Acyclic Graphs (DAG) using exact
 enumeration by relating each DAG to a sequence of outpoints (nodes with no
 incoming edges) and then to a composition of integers as suggested by
 Kuipers, J. and Moffa, G. (2015) <doi:10.1007/s11222-013-9428-y>.

Probability functions, family for glm() and Stan code for working with the unifed distribution (Quijano Xacur, 2019; <doi:10.1186/s40488-019-0102-6>).

In many phase I trials, the design goal is to find the dose associated with a certain target toxicity rate. In some trials, the goal can be to find the dose with a certain weighted sum of rates of various toxicity grades. For others, the goal is to find the dose with a certain mean value of a continuous response. This package provides the setup and calculations needed to run a dose-finding trial with non-binary endpoints and performs simulations to assess design’s operating characteristics under various scenarios. Three dose finding designs are included in this package: unified phase I design (Ivanova et al. (2009) <doi:10.1111/j.1541-0420.2008.01045.x>), Quasi-CRM/Robust-Quasi-CRM (Yuan et al. (2007) <doi:10.1111/j.1541-0420.2006.00666.x>, Pan et al. (2014) <doi:10.1371/journal.pone.0098147>) and generalized BOIN design (Mu et al. (2018) <doi:10.1111/rssc.12263>). The toxicity endpoints can be handled with these functions including equivalent toxicity score (ETS), total toxicity burden (TTB), general continuous toxicity endpoints, with incorporating ordinal grade toxicity information into dose-finding procedure. These functions allow customization of design characteristics to vary sample size, cohort sizes, target dose-limiting toxicity (DLT) rates, discrete or continuous toxicity score, and incorporate safety and/or stopping rules.

Functions for the creation and manipulation of scenes and objects
    within the 'Unity' '3D' video game engine (<https://unity.com/>). Specific
    focuses include the creation and import of terrain data and 'GameObjects' as
    well as scene management.