@ -595,48 +595,6 @@ 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::Add<Type, ValueType> matrix = game.getTransitionMatrix();
storm : : dd : : Add < Type , ValueType > minResultTmp = minResult . swapVariables ( game . getRowColumnMetaVariablePairs ( ) ) ;
storm : : dd : : Add < Type , ValueType > minValuesForPlayer1UnderMinP1Strategy = ( matrix * minMaybeStateResult . player1Strategy . template toAdd < ValueType > ( ) * minMaybeStateResult . player2Strategy . template toAdd < ValueType > ( ) * minResultTmp ) . sumAbstract ( game . getColumnVariables ( ) ) . sumAbstract ( game . getPlayer2Variables ( ) ) . sumAbstract ( game . getPlayer1Variables ( ) ) ;
storm : : dd : : Add < Type , ValueType > minValuesForPlayer1UnderMaxP1P2Strategy = ( matrix * maxMaybeStateResult . player1Strategy . template toAdd < ValueType > ( ) * maxMaybeStateResult . player2Strategy . template toAdd < ValueType > ( ) * minResultTmp ) . sumAbstract ( game . getColumnVariables ( ) ) . sumAbstract ( game . getPlayer2Variables ( ) ) . sumAbstract ( game . getPlayer1Variables ( ) ) ;
storm : : dd : : Add < Type , ValueType > minValuesForPlayer1UnderMaxP1Strategy = ( matrix * maxMaybeStateResult . player1Strategy . template toAdd < ValueType > ( ) * minMaybeStateResult . player2Strategy . template toAdd < ValueType > ( ) * minResultTmp ) . sumAbstract ( game . getColumnVariables ( ) ) . sumAbstract ( game . getPlayer2Variables ( ) ) . sumAbstract ( game . getPlayer1Variables ( ) ) ;
minValuesForPlayer1UnderMinP1Strategy = prob01 . min . first . getPlayer1States ( ) . ite ( game . getManager ( ) . template getAddZero < ValueType > ( ) , prob01 . min . second . getPlayer1States ( ) . ite ( game . getManager ( ) . template getAddOne < ValueType > ( ) , minValuesForPlayer1UnderMinP1Strategy ) ) ;
minValuesForPlayer1UnderMaxP1Strategy = prob01 . min . first . getPlayer1States ( ) . ite ( game . getManager ( ) . template getAddZero < ValueType > ( ) , prob01 . min . second . getPlayer1States ( ) . ite ( game . getManager ( ) . template getAddOne < ValueType > ( ) , minValuesForPlayer1UnderMaxP1Strategy ) ) ;
// This BDD has a 1 for every state (s) that can switch the strategy.
storm : : dd : : Bdd < Type > minIsGreaterOrEqual = minValuesForPlayer1UnderMinP1Strategy . greaterOrEqual ( minValuesForPlayer1UnderMaxP1Strategy ) ;
minMaybeStateResult . player1Strategy = minIsGreaterOrEqual . ite ( maxMaybeStateResult . player1Strategy , minMaybeStateResult . player1Strategy ) ; */
// 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 ( ) ) & & minMaybeStateResult . player2Strategy . existsAbstract ( game . getPlayer2Variables ( ) ) ;
if ( ! tmp . isZero ( ) ) {
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 & & 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 " ) ;
minResult . exportToDot ( " vals.dot " ) ;
}
STORM_LOG_ASSERT ( tmp . isZero ( ) , " ddduuuudde? " ) ;
}
STORM_LOG_ASSERT ( tmp . isZero ( ) , " wth2? " ) ;
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();
// Make sure that all strategies are still valid strategies.
STORM_LOG_ASSERT ( minMaybeStateResult . player1Strategy . template toAdd < ValueType > ( ) . sumAbstract ( game . getPlayer1Variables ( ) ) . getMax ( ) < = 1 , " Player 1 strategy for min is illegal. " ) ;
STORM_LOG_ASSERT ( maxMaybeStateResult . player1Strategy . template toAdd < ValueType > ( ) . sumAbstract ( game . getPlayer1Variables ( ) ) . getMax ( ) < = 1 , " Player 1 strategy for max is illegal. " ) ;