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@ -469,7 +469,7 @@ namespace storm { |
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qualitativeResult.prob0Min = storm::utility::graph::performProb0(game, transitionMatrixBdd, constraintStates, targetStates, player1Direction, storm::OptimizationDirection::Minimize, true, true); |
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// (2) min/min: compute prob1 using the MDP functions
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storm::dd::Bdd<Type> candidates = storm::utility::graph::performProbGreater0A(game, transitionMatrixBdd, constraintStates, targetStates); |
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storm::dd::Bdd<Type> candidates = game.getReachableStates() && !qualitativeResult.prob0Min.player1States; |
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storm::dd::Bdd<Type> prob1MinMinMdp = storm::utility::graph::performProb1A(game, transitionMatrixBdd, constraintStates, previousQualitativeResult ? previousQualitativeResult.get().prob1Min.player1States : targetStates, candidates); |
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// (3) min/min: compute prob1 using the game functions
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@ -479,9 +479,10 @@ namespace storm { |
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qualitativeResult.prob0Max = storm::utility::graph::performProb0(game, transitionMatrixBdd, constraintStates, targetStates, player1Direction, storm::OptimizationDirection::Maximize, true, true); |
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// (5) min/max: compute prob 1 using the game functions
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// If the guards were previously added, we know that only previous prob1 states can now be prob 1 states again.
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// We know that only previous prob1 states can now be prob 1 states again, because the upper bound
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// values can only decrease over iterations.
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boost::optional<storm::dd::Bdd<Type>> prob1Candidates; |
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if (addedAllGuards && previousQualitativeResult) { |
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if (previousQualitativeResult) { |
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prob1Candidates = previousQualitativeResult.get().prob1Max.player1States; |
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} |
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qualitativeResult.prob1Max = storm::utility::graph::performProb1(game, transitionMatrixBdd, constraintStates, targetStates, player1Direction, storm::OptimizationDirection::Maximize, true, true, prob1Candidates); |
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@ -490,7 +491,7 @@ namespace storm { |
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qualitativeResult.prob0Max = storm::utility::graph::performProb0(game, transitionMatrixBdd, constraintStates, targetStates, player1Direction, storm::OptimizationDirection::Maximize, true, true); |
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// (2) max/max: compute prob1 using the MDP functions, reuse prob1 states of last iteration to constrain the candidate states.
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storm::dd::Bdd<Type> candidates = storm::utility::graph::performProbGreater0E(game, transitionMatrixBdd, constraintStates, targetStates); |
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storm::dd::Bdd<Type> candidates = game.getReachableStates() && !qualitativeResult.prob0Max.player1States; |
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if (previousQualitativeResult) { |
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candidates &= previousQualitativeResult.get().prob1Max.player1States; |
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} |
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