@ -400,14 +400,16 @@ namespace storm {
} ;
template < storm : : dd : : DdType Type , typename ValueType >
MaybeStateResult < Type , ValueType > solveMaybeStates ( storm : : OptimizationDirection const & player1Direction , storm : : OptimizationDirection const & player2Direction , storm : : abstraction : : MenuGame < Type , ValueType > const & game , storm : : dd : : Bdd < Type > const & prob0 States, storm : : dd : : Bdd < Type > const & prob1States , boost : : optional < MaybeStateResult < Type , ValueType > > startInfo = boost : : none ) {
MaybeStateResult < Type , ValueType > solveMaybeStates ( storm : : OptimizationDirection const & player1Direction , storm : : OptimizationDirection const & player2Direction , storm : : abstraction : : MenuGame < Type , ValueType > const & game , storm : : dd : : Bdd < Type > const & maybe States, storm : : dd : : Bdd < Type > const & prob1States , boost : : optional < MaybeStateResult < Type , ValueType > > startInfo = boost : : none ) {
STORM_LOG_TRACE ( " Performing quantative solution step. Player 1: " < < player1Direction < < " , player 2: " < < player2Direction < < " . " ) ;
// Compute the ingredients of the equation system.
storm : : dd : : Add < Type , ValueType > maybeStatesAdd = game . getReachableStates ( ) . template toAdd < ValueType > ( ) ;
// Compute the ingredients of the equation system.
storm : : dd : : Add < Type , ValueType > maybeStatesAdd = maybeStates . template toAdd < ValueType > ( ) ;
storm : : dd : : Add < Type , ValueType > submatrix = maybeStatesAdd * game . getTransitionMatrix ( ) ;
storm : : dd : : Add < Type , ValueType > subvector = game . getManager ( ) . template getAddZero < ValueType > ( ) ;
storm : : dd : : Add < Type , ValueType > prob1StatesAsColumn = prob1States . template toAdd < ValueType > ( ) . swapVariables ( game . getRowColumnMetaVariablePairs ( ) ) ;
storm : : dd : : Add < Type , ValueType > subvector = submatrix * prob1StatesAsColumn ;
subvector = subvector . sumAbstract ( game . getColumnVariables ( ) ) ;
// Cut away all columns targeting non-maybe states.
submatrix * = maybeStatesAdd . swapVariables ( game . getRowColumnMetaVariablePairs ( ) ) ;
@ -419,16 +421,12 @@ namespace storm {
} else {
startVector = game . getManager ( ) . template getAddZero < ValueType > ( ) ;
}
// Set all target- and Prob1-states to 1 and all Prob0-states to 0
startVector = prob0States . ite ( game . getManager ( ) . template getAddZero < ValueType > ( ) , startVector ) ;
startVector = prob1States . ite ( game . getManager ( ) . template getAddOne < ValueType > ( ) , startVector ) ;
// Create the solver and solve the equation system.
storm : : utility : : solver : : SymbolicGameSolverFactory < Type , ValueType > solverFactory ;
std : : unique_ptr < storm : : solver : : SymbolicGameSolver < Type , ValueType > > solver = solverFactory . create ( submatrix , game . getReachableStates ( ) , game . getIllegalPlayer1Mask ( ) , game . getIllegalPlayer2Mask ( ) , game . getRowVariables ( ) , game . getColumnVariables ( ) , game . getRowColumnMetaVariablePairs ( ) , game . getPlayer1Variables ( ) , game . getPlayer2Variables ( ) ) ;
std : : unique_ptr < storm : : solver : : SymbolicGameSolver < Type , ValueType > > solver = solverFactory . create ( submatrix , maybeStates , game . getIllegalPlayer1Mask ( ) , game . getIllegalPlayer2Mask ( ) , game . getRowVariables ( ) , game . getColumnVariables ( ) , game . getRowColumnMetaVariablePairs ( ) , game . getPlayer1Variables ( ) , game . getPlayer2Variables ( ) ) ;
solver - > setGeneratePlayersStrategies ( true ) ;
auto values = solver - > solveGame ( player1Direction , player2Direction , startVector , subvector , prob0States , prob1States , startInfo ? boost : : make_optional ( startInfo . get ( ) . player1Strategy ) : boost : : none , startInfo ? boost : : make_optional ( startInfo . get ( ) . player2Strategy ) : boost : : none ) ;
auto values = solver - > solveGame ( player1Direction , player2Direction , startVector , subvector , startInfo ? boost : : make_optional ( startInfo . get ( ) . player1Strategy ) : boost : : none , startInfo ? boost : : make_optional ( startInfo . get ( ) . player2Strategy ) : boost : : none ) ;
return MaybeStateResult < Type , ValueType > ( values , solver - > getPlayer1Strategy ( ) , solver - > getPlayer2Strategy ( ) ) ;
}
@ -527,14 +525,14 @@ namespace storm {
storm : : dd : : Add < Type , ValueType > minResult = prob01 . min . second . getPlayer1States ( ) . template toAdd < ValueType > ( ) ;
storm : : dd : : Add < Type , ValueType > maxResult = prob01 . max . second . getPlayer1States ( ) . template toAdd < ValueType > ( ) ;
storm : : dd : : Add < Type , ValueType > initialStatesAdd = game . getInitialStates ( ) . template toAdd < ValueType > ( ) ;
// The minimal value after qualitative checking can only be zero. It it was 1, we could have given
// the result right away.
ValueType minValue = storm : : utility : : zero < ValueType > ( ) ;
MaybeStateResult < Type , ValueType > minMaybeStateResult ( game . getManager ( ) . template getAddZero < ValueType > ( ) , game . getManager ( ) . getBddZero ( ) , game . getManager ( ) . getBddZero ( ) ) ;
if ( ! maybeMin . isZero ( ) ) {
minMaybeStateResult = solveMaybeStates ( player1Direction , storm : : OptimizationDirection : : Minimize , game , prob01 . min . first . getPlayer1States ( ) , prob01 . min . second . getPlayer1States ( ) ) ;
minResult = minMaybeStateResult . values ;
minMaybeStateResult = solveMaybeStates ( player1Direction , storm : : OptimizationDirection : : Minimize , game , maybeMin , prob01 . min . second . getPlayer1States ( ) ) ;
minResult + = minMaybeStateResult . values ;
storm : : dd : : Add < Type , ValueType > initialStateMin = initialStatesAdd * minResult ;
// Here we can only require a non-zero count of *at most* one, because the result may actually be 0.
STORM_LOG_ASSERT ( initialStateMin . getNonZeroCount ( ) < = 1 , " Wrong number of results for initial states. Expected <= 1, but got " < < initialStateMin . getNonZeroCount ( ) < < " . " ) ;
@ -553,8 +551,8 @@ namespace storm {
ValueType maxValue = storm : : utility : : one < ValueType > ( ) ;
MaybeStateResult < Type , ValueType > maxMaybeStateResult ( game . getManager ( ) . template getAddZero < ValueType > ( ) , game . getManager ( ) . getBddZero ( ) , game . getManager ( ) . getBddZero ( ) ) ;
if ( ! maybeMax . isZero ( ) ) {
maxMaybeStateResult = solveMaybeStates ( player1Direction , storm : : OptimizationDirection : : Maximize , game , prob01 . max . first . getPlayer1States ( ) , prob01 . max . second . getPlayer1States ( ) , boost : : make_optional ( minMaybeStateResult ) ) ;
maxResult = maxMaybeStateResult . values ;
maxMaybeStateResult = solveMaybeStates ( player1Direction , storm : : OptimizationDirection : : Maximize , game , maybeMax , prob01 . max . second . getPlayer1States ( ) , boost : : make_optional ( minMaybeStateResult ) ) ;
maxResult + = maxMaybeStateResult . values ;
storm : : dd : : Add < Type , ValueType > initialStateMax = ( initialStatesAdd * maxResult ) ;
// Unlike in the min-case, we can require a non-zero count of 1 here, because if the max was in
// fact 0, the result would be 0, which would have been detected earlier by the graph algorithms.
@ -579,30 +577,16 @@ namespace storm {
// If we arrived at this point, it means that we have all qualitative and quantitative information
// about the game, but we could not yet answer the query. In this case, we need to refine.
// Redirect all player 1 choices of the min strategy to that of the max strategy if this leads to a player 2 state that has the same prob.
// Get all relevant strategies.
storm : : dd : : Bdd < Type > minPlayer1Strategy = minMaybeStateResult . player1Strategy ;
storm : : dd : : Bdd < Type > minPlayer2Strategy = minMaybeStateResult . player2Strategy ;
storm : : dd : : Bdd < Type > maxPlayer1Strategy = maxMaybeStateResult . player1Strategy ;
storm : : dd : : Bdd < Type > maxPlayer2Strategy = maxMaybeStateResult . player2Strategy ;
storm : : dd : : Add < Type , ValueType > matrix = game . getTransitionMatrix ( ) ;
storm : : dd : : Add < Type , ValueType > minResultTmp = minResult . swapVariables ( game . getRowColumnMetaVariablePairs ( ) ) ;
storm : : dd : : Add < Type , ValueType > minValuesForPlayer1UnderMinP1Strategy = ( matrix * minPlayer1Strategy . template toAdd < ValueType > ( ) * minPlayer2Strategy . template toAdd < ValueType > ( ) * minResultTmp ) . sumAbstract ( game . getColumnVariables ( ) ) . sumAbstract ( game . getPlayer2Variables ( ) ) ;
storm : : dd : : Add < Type , ValueType > minValuesForPlayer1UnderMaxP1Strategy = ( matrix * maxPlayer1Strategy . template toAdd < ValueType > ( ) * minPlayer2Strategy . template toAdd < ValueType > ( ) * minResultTmp ) . sumAbstract ( game . getColumnVariables ( ) ) . sumAbstract ( game . getPlayer2Variables ( ) ) ;
// This BDD has a 1 for every state (s) that can switch the strategy.
storm : : dd : : Bdd < Type > minIsGreaterOrEqual = minValuesForPlayer1UnderMinP1Strategy . greaterOrEqual ( minValuesForPlayer1UnderMaxP1Strategy ) ;
minPlayer1Strategy = minIsGreaterOrEqual . existsAbstract ( game . getPlayer1Variables ( ) ) . ite ( maxPlayer1Strategy , minPlayer1Strategy ) ;
// Start by extending the quantitative strategies by the qualitative ones.
minMaybeStateResult . player1Strategy | = prob01 . min . first . getPlayer1Strategy ( ) | | prob01 . min . second . getPlayer1Strategy ( ) ;
storm : : dd : : Bdd < Type > tmp = ( prob01 . min . first . getPlayer2Strategy ( ) . existsAbstract ( game . getPlayer2Variables ( ) ) & & prob01 . min . second . getPlayer2Strategy ( ) . existsAbstract ( game . getPlayer2Variables ( ) ) ) ;
STORM_LOG_ASSERT ( tmp . isZero ( ) , " wth? " ) ;
tmp = prob01 . min . first . getPlayer2Strategy ( ) . existsAbstract ( game . getPlayer2Variables ( ) ) & & minP layer2Strategy . existsAbstract ( game . getPlayer2Variables ( ) ) ;
tmp = prob01 . min . first . getPlayer2Strategy ( ) . existsAbstract ( game . getPlayer2Variables ( ) ) & & minMaybeStateResult . player2Strategy . existsAbstract ( game . getPlayer2Variables ( ) ) ;
if ( ! tmp . isZero ( ) ) {
tmp = tmp & & prob01 . min . first . getPlayer2Strategy ( ) . exclusiveOr ( minP layer2Strategy ) . existsAbstract ( game . getPlayer2Variables ( ) ) ;
tmp = tmp & & prob01 . min . first . getPlayer2Strategy ( ) . exclusiveOr ( minMaybeStateResult . player2Strategy ) . existsAbstract ( game . getPlayer2Variables ( ) ) ;
( tmp & & prob01 . min . first . getPlayer2Strategy ( ) ) . template toAdd < ValueType > ( ) . exportToDot ( " prob0_strat.dot " ) ;
( tmp & & minP layer2Strategy ) . template toAdd < ValueType > ( ) . exportToDot ( " maybe_strat.dot " ) ;
( tmp & & minMaybeStateResult . player2Strategy ) . template toAdd < ValueType > ( ) . exportToDot ( " maybe_strat.dot " ) ;
if ( ! tmp . isZero ( ) ) {
storm : : dd : : Add < Type , ValueType > values = ( tmp . template toAdd < ValueType > ( ) * game . getTransitionMatrix ( ) * minResult . swapVariables ( game . getRowColumnMetaVariablePairs ( ) ) ) . sumAbstract ( game . getColumnVariables ( ) ) ;
tmp . template toAdd < ValueType > ( ) . exportToDot ( " illegal.dot " ) ;
@ -611,20 +595,20 @@ namespace storm {
STORM_LOG_ASSERT ( tmp . isZero ( ) , " ddduuuudde? " ) ;
}
STORM_LOG_ASSERT ( tmp . isZero ( ) , " wth2? " ) ;
//tmp = prob01.min.second.getPlayer2Strategy().existsAbstract(game.getPlayer2Variables()) && minPlayer2Strategy;
tmp = prob01 . min . second . getPlayer2Strategy ( ) . existsAbstract ( game . getPlayer2Variables ( ) ) & & minMaybeStateResult . player2Strategy ;
//(minMaybeStateResult.player2Strategy && (prob01.min.first.getPlayer2Strategy() || prob01.min.second.getPlayer2Strategy())).template toAdd<ValueType>().exportToDot("strat_overlap.dot");
//minMaybeStateResult.player2Strategy |= prob01.min.first.getPlayer2Strategy() || prob01.min.second.getPlayer2Strategy();
//maxMaybeStateResult.player1Strategy |= prob01.max.first.getPlayer1Strategy() || prob01.max.second.getPlayer1Strategy();
//maxMaybeStateResult.player2Strategy |= prob01.max.first.getPlayer2Strategy() || prob01.max.second.getPlayer2Strategy();
( minMaybeStateResult . player2Strategy & & ( prob01 . min . first . getPlayer2Strategy ( ) | | prob01 . min . second . getPlayer2Strategy ( ) ) ) . template toAdd < ValueType > ( ) . exportToDot ( " strat_overlap.dot " ) ;
minMaybeStateResult . player2Strategy | = prob01 . min . first . getPlayer2Strategy ( ) | | prob01 . min . second . getPlayer2Strategy ( ) ;
maxMaybeStateResult . player1Strategy | = prob01 . max . first . getPlayer1Strategy ( ) | | prob01 . max . second . getPlayer1Strategy ( ) ;
maxMaybeStateResult . player2Strategy | = prob01 . max . first . getPlayer2Strategy ( ) | | prob01 . max . second . getPlayer2Strategy ( ) ;
// Make sure that all strategies are still valid strategies.
STORM_LOG_ASSERT ( minP layer1Strategy . template toAdd < ValueType > ( ) . sumAbstract ( game . getPlayer1Variables ( ) ) . getMax ( ) < = 1 , " Player 1 strategy for min is illegal. " ) ;
STORM_LOG_ASSERT ( maxP layer1Strategy . template toAdd < ValueType > ( ) . sumAbstract ( game . getPlayer1Variables ( ) ) . getMax ( ) < = 1 , " Player 1 strategy for max is illegal. " ) ;
STORM_LOG_ASSERT ( minP layer2Strategy . template toAdd < ValueType > ( ) . sumAbstract ( game . getPlayer2Variables ( ) ) . getMax ( ) < = 1 , " Player 2 strategy for min is illegal. " ) ;
STORM_LOG_ASSERT ( maxP layer2Strategy . template toAdd < ValueType > ( ) . sumAbstract ( game . getPlayer2Variables ( ) ) . getMax ( ) < = 1 , " Player 2 strategy for max is illegal. " ) ;
STORM_LOG_ASSERT ( minMaybeStateResult . p layer1Strategy . template toAdd < ValueType > ( ) . sumAbstract ( game . getPlayer1Variables ( ) ) . getMax ( ) < = 1 , " Player 1 strategy for min is illegal. " ) ;
STORM_LOG_ASSERT ( maxMaybeStateResult . p layer1Strategy . template toAdd < ValueType > ( ) . sumAbstract ( game . getPlayer1Variables ( ) ) . getMax ( ) < = 1 , " Player 1 strategy for max is illegal. " ) ;
STORM_LOG_ASSERT ( minMaybeStateResult . p layer2Strategy . template toAdd < ValueType > ( ) . sumAbstract ( game . getPlayer2Variables ( ) ) . getMax ( ) < = 1 , " Player 2 strategy for min is illegal. " ) ;
STORM_LOG_ASSERT ( maxMaybeStateResult . p layer2Strategy . template toAdd < ValueType > ( ) . sumAbstract ( game . getPlayer2Variables ( ) ) . getMax ( ) < = 1 , " Player 2 strategy for max is illegal. " ) ;
refineAfterQuantitativeCheck ( abstractor , game , minResult , maxResult , prob01 , std : : make_pair ( minPlayer1Strategy , minP layer2Strategy ) , std : : make_pair ( maxPlayer1Strategy , maxP layer2Strategy ) , transitionMatrixBdd ) ;
refineAfterQuantitativeCheck ( abstractor , game , minResult , maxResult , prob01 , std : : make_pair ( minMaybeStateResult . player1Strategy , minMaybeStateResult . p layer2Strategy ) , std : : make_pair ( maxMaybeStateResult . player1Strategy , maxMaybeStateResult . p layer2Strategy ) , transitionMatrixBdd ) ;
}
}
@ -649,7 +633,7 @@ namespace storm {
return std : : make_pair ( prob0 , prob1 ) ;
}
template < storm : : dd : : DdType Type , typename ModelType >
storm : : expressions : : Expression GameBasedMdpModelChecker < Type , ModelType > : : getExpression ( storm : : logic : : Formula const & formula ) {
STORM_LOG_THROW ( formula . isBooleanLiteralFormula ( ) | | formula . isAtomicExpressionFormula ( ) | | formula . isAtomicLabelFormula ( ) , storm : : exceptions : : InvalidPropertyException , " The target states have to be given as label or an expression. " ) ;
@ -663,11 +647,11 @@ namespace storm {
}
return result ;
}
template class GameBasedMdpModelChecker < storm : : dd : : DdType : : CUDD , storm : : models : : symbolic : : Dtmc < storm : : dd : : DdType : : CUDD , double > > ;
template class GameBasedMdpModelChecker < storm : : dd : : DdType : : CUDD , storm : : models : : symbolic : : Mdp < storm : : dd : : DdType : : CUDD , double > > ;
template class GameBasedMdpModelChecker < storm : : dd : : DdType : : Sylvan , storm : : models : : symbolic : : Dtmc < storm : : dd : : DdType : : Sylvan , double > > ;
template class GameBasedMdpModelChecker < storm : : dd : : DdType : : Sylvan , storm : : models : : symbolic : : Mdp < storm : : dd : : DdType : : Sylvan , double > > ;
}
}
}