Browse Source

removed obsolete policy guessing

tempestpy_adaptions
TimQu 8 years ago
parent
commit
3686c42965
  1. 424
      src/storm/utility/policyguessing.cpp
  2. 254
      src/storm/utility/policyguessing.h

424
src/storm/utility/policyguessing.cpp

@ -1,424 +0,0 @@
#include <stdint.h>
#include "storm/utility/policyguessing.h"
#include "storm/utility/macros.h"
#include "storm/utility/solver.h"
#include "storm/solver/LinearEquationSolver.h"
#include "storm/solver/GmmxxLinearEquationSolver.h"
#include "graph.h"
#include "ConstantsComparator.h"
namespace storm {
namespace utility{
namespace policyguessing {
template <typename ValueType>
void solveGame( storm::solver::GameSolver<ValueType>& solver,
std::vector<ValueType>& x,
std::vector<ValueType> const& b,
OptimizationDirection player1Goal,
OptimizationDirection player2Goal,
storm::storage::TotalScheduler& player1Scheduler,
storm::storage::TotalScheduler& player2Scheduler,
storm::storage::BitVector const& targetChoices,
ValueType const& prob0Value
){
storm::storage::SparseMatrix<ValueType> inducedA;
std::vector<ValueType> inducedB;
storm::storage::BitVector probGreater0States;
getInducedEquationSystem(solver, b, player1Scheduler, player2Scheduler, targetChoices, inducedA, inducedB, probGreater0States);
solveLinearEquationSystem(inducedA, x, inducedB, probGreater0States, prob0Value, solver.getPrecision(), solver.getRelative());
solver.setTrackScheduler();
bool resultCorrect = false;
while(!resultCorrect){
solver.solveGame(player1Goal, player2Goal, x, b);
player1Scheduler = solver.getPlayer1Scheduler();
player2Scheduler = solver.getPlayer2Scheduler();
//Check if the policies makes choices that lead to states from which no target state is reachable ("prob0"-states).
getInducedEquationSystem(solver, b, player1Scheduler, player2Scheduler, targetChoices, inducedA, inducedB, probGreater0States);
resultCorrect = checkAndFixScheduler(solver, x, b, player1Scheduler, player2Scheduler, targetChoices, inducedA, inducedB, probGreater0States);
if(!resultCorrect){
//If the Scheduler could not be fixed, it indicates that our guessed values were to high.
STORM_LOG_WARN("Policies could not be fixed. Restarting Gamesolver. ");
solveLinearEquationSystem(inducedA, x, inducedB, probGreater0States, prob0Value, solver.getPrecision(), solver.getRelative());
//x = std::vector<ValueType>(x.size(), storm::utility::zero<ValueType>());
}
}
}
template <typename ValueType>
void solveMinMaxLinearEquationSystem( storm::solver::MinMaxLinearEquationSolver<ValueType>& solver,
storm::storage::SparseMatrix<ValueType> const& A,
std::vector<ValueType>& x,
std::vector<ValueType> const& b,
OptimizationDirection goal,
storm::storage::TotalScheduler& scheduler,
storm::storage::BitVector const& targetChoices,
ValueType const& prob0Value
){
storm::storage::SparseMatrix<ValueType> inducedA;
std::vector<ValueType> inducedB;
storm::storage::BitVector probGreater0States;
getInducedEquationSystem(A, b, scheduler, targetChoices, inducedA, inducedB, probGreater0States);
solveLinearEquationSystem(inducedA, x, inducedB, probGreater0States, prob0Value, solver.getPrecision(), solver.getRelative());
solver.setTrackScheduler();
solver.setCachingEnabled(true);
bool resultCorrect = false;
while(!resultCorrect){
solver.solveEquations(goal, x, b);
scheduler = std::move(*solver.getScheduler());
//Check if the Scheduler makes choices that lead to states from which no target state is reachable ("prob0"-states).
getInducedEquationSystem(A, b, scheduler, targetChoices, inducedA, inducedB, probGreater0States);
resultCorrect = checkAndFixScheduler(A, x, b, scheduler, targetChoices, solver.getPrecision(), solver.getRelative(), inducedA, inducedB, probGreater0States);
if(!resultCorrect){
//If the Scheduler could not be fixed, it indicates that our guessed values were to high.
STORM_LOG_WARN("Scheduler could not be fixed. Restarting MinMaxsolver." );
solveLinearEquationSystem(inducedA, x, inducedB, probGreater0States, prob0Value, solver.getPrecision(), solver.getRelative());
}
}
}
template <typename ValueType>
void getInducedEquationSystem(storm::solver::GameSolver<ValueType> const& solver,
std::vector<ValueType> const& b,
storm::storage::TotalScheduler const& player1Scheduler,
storm::storage::TotalScheduler const& player2Scheduler,
storm::storage::BitVector const& targetChoices,
storm::storage::SparseMatrix<ValueType>& inducedA,
std::vector<ValueType>& inducedB,
storm::storage::BitVector& probGreater0States
){
uint_fast64_t numberOfPlayer1States = solver.getPlayer1Matrix().getRowGroupCount();
//Get the rows of the player2matrix that are selected by the policies
//Note that rows can be selected more then once and in an arbitrary order.
std::vector<storm::storage::sparse::state_type> selectedRows(numberOfPlayer1States);
for (uint_fast64_t pl1State = 0; pl1State < numberOfPlayer1States; ++pl1State){
auto const& pl1Row = solver.getPlayer1Matrix().getRow(solver.getPlayer1Matrix().getRowGroupIndices()[pl1State] + player1Scheduler.getChoice(pl1State));
STORM_LOG_ASSERT(pl1Row.getNumberOfEntries()==1, "");
uint_fast64_t pl2State = pl1Row.begin()->getColumn();
selectedRows[pl1State] = solver.getPlayer2Matrix().getRowGroupIndices()[pl2State] + player2Scheduler.getChoice(pl2State);
}
//Get the matrix A, vector b, and the targetStates induced by this selection
inducedA = solver.getPlayer2Matrix().selectRowsFromRowIndexSequence(selectedRows, false);
inducedB = std::vector<ValueType>(numberOfPlayer1States);
storm::utility::vector::selectVectorValues<ValueType>(inducedB, selectedRows, b);
storm::storage::BitVector inducedTarget(numberOfPlayer1States, false);
for (uint_fast64_t pl1State = 0; pl1State < numberOfPlayer1States; ++pl1State){
if(targetChoices.get(selectedRows[pl1State])){
inducedTarget.set(pl1State);
}
}
//Find the states from which no target state is reachable.
probGreater0States = storm::utility::graph::performProbGreater0(inducedA.transpose(), storm::storage::BitVector(numberOfPlayer1States, true), inducedTarget);
}
template <typename ValueType>
void getInducedEquationSystem(storm::storage::SparseMatrix<ValueType> const& A,
std::vector<ValueType> const& b,
storm::storage::TotalScheduler const& scheduler,
storm::storage::BitVector const& targetChoices,
storm::storage::SparseMatrix<ValueType>& inducedA,
std::vector<ValueType>& inducedB,
storm::storage::BitVector& probGreater0States
){
uint_fast64_t numberOfStates = A.getRowGroupCount();
//Get the matrix A, vector b, and the targetStates induced by the Scheduler
std::vector<storm::storage::sparse::state_type> selectedRows(numberOfStates);
for(uint_fast64_t stateIndex = 0; stateIndex < numberOfStates; ++stateIndex){
selectedRows[stateIndex] = (scheduler.getChoice(stateIndex));
}
inducedA = A.selectRowsFromRowGroups(selectedRows, false);
inducedB = std::vector<ValueType>(numberOfStates);
storm::utility::vector::selectVectorValues<ValueType>(inducedB, selectedRows, A.getRowGroupIndices(), b);
storm::storage::BitVector inducedTarget(numberOfStates, false);
for (uint_fast64_t state = 0; state < numberOfStates; ++state){
if(targetChoices.get(A.getRowGroupIndices()[state] + scheduler.getChoice(state))){
inducedTarget.set(state);
}
}
//Find the states from which no target state is reachable.
probGreater0States = storm::utility::graph::performProbGreater0(inducedA.transpose(), storm::storage::BitVector(numberOfStates, true), inducedTarget);
}
template<typename ValueType>
void solveLinearEquationSystem(storm::storage::SparseMatrix<ValueType>const& A,
std::vector<ValueType>& x,
std::vector<ValueType> const& b,
storm::storage::BitVector const& probGreater0States,
ValueType const& prob0Value,
ValueType const& precision,
bool relative
){
//Get the submatrix/subvector A,x, and b and invoke linear equation solver
storm::storage::SparseMatrix<ValueType> subA = A.getSubmatrix(true, probGreater0States, probGreater0States, true);
storm::storage::SparseMatrix<ValueType> eqSysA(subA);
eqSysA.convertToEquationSystem();
std::vector<ValueType> subX(probGreater0States.getNumberOfSetBits());
storm::utility::vector::selectVectorValues(subX, probGreater0States, x);
std::vector<ValueType> subB(probGreater0States.getNumberOfSetBits());
storm::utility::vector::selectVectorValues(subB, probGreater0States, b);
std::unique_ptr<storm::solver::GmmxxLinearEquationSolver<ValueType>> linEqSysSolver(static_cast<storm::solver::GmmxxLinearEquationSolver<ValueType>*>(storm::solver::GmmxxLinearEquationSolverFactory<ValueType>().create(eqSysA).release()));
linEqSysSolver->setCachingEnabled(true);
auto eqSettings = linEqSysSolver->getSettings();
eqSettings.setRelativeTerminationCriterion(relative);
eqSettings.setMaximalNumberOfIterations(500);
linEqSysSolver->setSettings(eqSettings);
std::size_t iterations = 0;
std::vector<ValueType> copyX(subX.size());
ValueType precisionChangeFactor = storm::utility::one<ValueType>();
do {
eqSettings.setPrecision(eqSettings.getPrecision() * precisionChangeFactor);
linEqSysSolver->setSettings(eqSettings);
if(!linEqSysSolver->solveEquations(subX, subB)){
// break; //Solver did not converge.. so we have to go on with the current solution.
}
subA.multiplyWithVector(subX,copyX);
storm::utility::vector::addVectors(copyX, subB, copyX); // = Ax + b
++iterations;
precisionChangeFactor = storm::utility::convertNumber<ValueType>(0.5);
} while(!storm::utility::vector::equalModuloPrecision(subX, copyX, precision*0.5, relative) && iterations<60);
STORM_LOG_WARN_COND(iterations<60, "Solving linear equation system did not yield a precise result");
STORM_LOG_DEBUG("Required to increase the precision " << iterations << " times in order to obtain a precise result");
//fill in the result
storm::utility::vector::setVectorValues(x, probGreater0States, subX);
storm::utility::vector::setVectorValues(x, (~probGreater0States), prob0Value);
}
template <typename ValueType>
bool checkAndFixScheduler(storm::solver::GameSolver<ValueType> const& solver,
std::vector<ValueType> const& x,
std::vector<ValueType> const& b,
storm::storage::TotalScheduler& player1Scheduler,
storm::storage::TotalScheduler& player2Scheduler,
storm::storage::BitVector const& targetChoices,
storm::storage::SparseMatrix<ValueType>& inducedA,
std::vector<ValueType>& inducedB,
storm::storage::BitVector& probGreater0States
){
if(probGreater0States.getNumberOfSetBits() == probGreater0States.size()) return true;
bool schedulerChanged = true;
while(schedulerChanged){
/*
* Lets try to fix the issue by doing other choices that are equally good.
* We change the Scheduler in a state if the following conditions apply:
* 1. The current choice does not lead to target
* 2. There is another choice that leads to target
* 3. The value of that choice is equal to the value of the choice given by the Scheduler
* Note that the values of the result will not change this way.
* We do this until the Scheduler does not change anymore
*/
schedulerChanged = false;
//Player 1:
for(uint_fast64_t pl1State=0; pl1State < solver.getPlayer1Matrix().getRowGroupCount(); ++pl1State){
uint_fast64_t pl1RowGroupIndex = solver.getPlayer1Matrix().getRowGroupIndices()[pl1State];
//Check 1.: The current choice does not lead to target
if(!probGreater0States.get(pl1State)){
//1. Is satisfied. Check 2.: There is another choice that leads to target
ValueType choiceValue = x[pl1State];
for(uint_fast64_t otherChoice = 0; otherChoice < solver.getPlayer1Matrix().getRowGroupSize(pl1State); ++otherChoice){
if(otherChoice == player1Scheduler.getChoice(pl1State)) continue;
//the otherChoice selects a player2 state in which player2 makes his choice (according to the player2Scheduler).
uint_fast64_t pl2State = solver.getPlayer1Matrix().getRow(pl1RowGroupIndex + otherChoice).begin()->getColumn();
uint_fast64_t pl2Row = solver.getPlayer2Matrix().getRowGroupIndices()[pl2State] + player2Scheduler.getChoice(pl2State);
if(rowLeadsToTarget(pl2Row, solver.getPlayer2Matrix(), targetChoices, probGreater0States)){
//2. is satisfied. Check 3. The value of that choice is equal to the value of the choice given by the Scheduler
ValueType otherValue = solver.getPlayer2Matrix().multiplyRowWithVector(pl2Row, x) + b[pl2Row];
if(storm::utility::vector::equalModuloPrecision(choiceValue, otherValue, solver.getPrecision(), solver.getRelative())){
//3. is satisfied.
player1Scheduler.setChoice(pl1State, otherChoice);
probGreater0States.set(pl1State);
schedulerChanged = true;
break; //no need to check other choices
}
}
}
}
}
//update probGreater0States
probGreater0States = storm::utility::graph::performProbGreater0(inducedA.transpose(), storm::storage::BitVector(probGreater0States.size(), true), probGreater0States);
//Player 2:
for(uint_fast64_t pl2State=0; pl2State < solver.getPlayer2Matrix().getRowGroupCount(); ++pl2State){
uint_fast64_t pl2RowGroupIndex = solver.getPlayer2Matrix().getRowGroupIndices()[pl2State];
//Check 1.: The current choice does not lead to target
if(!rowLeadsToTarget(pl2RowGroupIndex + player2Scheduler.getChoice(pl2State), solver.getPlayer2Matrix(), targetChoices, probGreater0States)){
//1. Is satisfied. Check 2. There is another choice that leads to target
ValueType choiceValue = solver.getPlayer2Matrix().multiplyRowWithVector(pl2RowGroupIndex + player2Scheduler.getChoice(pl2State), x) + b[pl2RowGroupIndex + player2Scheduler.getChoice(pl2State)];
for(uint_fast64_t otherChoice = 0; otherChoice < solver.getPlayer2Matrix().getRowGroupSize(pl2State); ++otherChoice){
if(otherChoice == player2Scheduler.getChoice(pl2State)) continue;
if(rowLeadsToTarget(pl2RowGroupIndex + otherChoice, solver.getPlayer2Matrix(), targetChoices, probGreater0States)){
//2. is satisfied. Check 3. The value of that choice is equal to the value of the choice given by the Scheduler
ValueType otherValue = solver.getPlayer2Matrix().multiplyRowWithVector(pl2RowGroupIndex + otherChoice, x) + b[pl2RowGroupIndex + otherChoice];
if(storm::utility::vector::equalModuloPrecision(choiceValue, otherValue, solver.getPrecision(), solver.getRelative())){
//3. is satisfied.
player2Scheduler.setChoice(pl2State, otherChoice);
schedulerChanged = true;
break; //no need to check other choices
}
}
}
}
}
//update probGreater0States
getInducedEquationSystem(solver, b, player1Scheduler, player2Scheduler, targetChoices, inducedA, inducedB, probGreater0States);
if(probGreater0States.getNumberOfSetBits() == probGreater0States.size()){
return true;
}
}
//Reaching this point means that the Scheduler does not change anymore and we could not fix it.
return false;
}
template <typename ValueType>
bool checkAndFixScheduler(storm::storage::SparseMatrix<ValueType> const& A,
std::vector<ValueType> const& x,
std::vector<ValueType> const& b,
storm::storage::TotalScheduler& scheduler,
storm::storage::BitVector const& targetChoices,
ValueType const& precision, bool relative,
storm::storage::SparseMatrix<ValueType>& inducedA,
std::vector<ValueType>& inducedB,
storm::storage::BitVector& probGreater0States
){
if(probGreater0States.getNumberOfSetBits() == probGreater0States.size()) return true;
bool schedulerChanged = true;
while(schedulerChanged){
/*
* Lets try to fix the issue by doing other choices that are equally good.
* We change the Scheduler in a state if the following conditions apply:
* 1. The current choice does not lead to target
* 2. There is another choice that leads to target
* 3. The value of that choice is equal to the value of the choice given by the Scheduler
* Note that the values of the result will not change this way.
* We do this unil the Scheduler does not change anymore
*/
schedulerChanged = false;
for(uint_fast64_t state=0; state < A.getRowGroupCount(); ++state){
uint_fast64_t rowGroupIndex = A.getRowGroupIndices()[state];
//Check 1.: The current choice does not lead to target
if(!probGreater0States.get(state)){
//1. Is satisfied. Check 2.: There is another choice that leads to target
ValueType choiceValue = x[state];
for(uint_fast64_t otherChoice = 0; otherChoice < A.getRowGroupSize(state); ++otherChoice){
if(otherChoice == scheduler.getChoice(state)) continue;
if(rowLeadsToTarget(rowGroupIndex + otherChoice, A, targetChoices, probGreater0States)){
//2. is satisfied. Check 3. The value of that choice is equal to the value of the choice given by the Scheduler
ValueType otherValue = A.multiplyRowWithVector(rowGroupIndex + otherChoice, x) + b[rowGroupIndex + otherChoice];
if(storm::utility::vector::equalModuloPrecision(choiceValue, otherValue, precision, !relative)){
//3. is satisfied.
scheduler.setChoice(state, otherChoice);
probGreater0States.set(state);
schedulerChanged = true;
break; //no need to check other choices
}
}
}
}
}
//update probGreater0States and equation system
getInducedEquationSystem(A, b, scheduler, targetChoices, inducedA, inducedB, probGreater0States);
if(probGreater0States.getNumberOfSetBits() == probGreater0States.size()){
return true;
}
}
//Reaching this point means that the Scheduler does not change anymore and we could not fix it.
return false;
}
template void solveGame<double>( storm::solver::GameSolver<double>& solver,
std::vector<double>& x,
std::vector<double> const& b,
OptimizationDirection player1Goal,
OptimizationDirection player2Goal,
storm::storage::TotalScheduler& player1Scheduler,
storm::storage::TotalScheduler& player2Scheduler,
storm::storage::BitVector const& targetChoices,
double const& prob0Value
);
template void solveMinMaxLinearEquationSystem<double>( storm::solver::MinMaxLinearEquationSolver<double>& solver,
storm::storage::SparseMatrix<double> const& A,
std::vector<double>& x,
std::vector<double> const& b,
OptimizationDirection goal,
storm::storage::TotalScheduler& Scheduler,
storm::storage::BitVector const& targetChoices,
double const& prob0Value
);
template void getInducedEquationSystem<double>(storm::solver::GameSolver<double> const& solver,
std::vector<double> const& b,
storm::storage::TotalScheduler const& player1Scheduler,
storm::storage::TotalScheduler const& player2Scheduler,
storm::storage::BitVector const& targetChoices,
storm::storage::SparseMatrix<double>& inducedA,
std::vector<double>& inducedB,
storm::storage::BitVector& probGreater0States
);
template void getInducedEquationSystem<double>(storm::storage::SparseMatrix<double>const& A,
std::vector<double> const& b,
storm::storage::TotalScheduler const& scheduler,
storm::storage::BitVector const& targetChoices,
storm::storage::SparseMatrix<double>& inducedA,
std::vector<double>& inducedB,
storm::storage::BitVector& probGreater0States
);
template void solveLinearEquationSystem<double>(storm::storage::SparseMatrix<double>const& A,
std::vector<double>& x,
std::vector<double> const& b,
storm::storage::BitVector const& probGreater0States,
double const& prob0Value,
double const& precision,
bool relative
);
template bool checkAndFixScheduler<double>(storm::solver::GameSolver<double> const& solver,
std::vector<double> const& x,
std::vector<double> const& b,
storm::storage::TotalScheduler& player1Scheduler,
storm::storage::TotalScheduler& player2Scheduler,
storm::storage::BitVector const& targetChoices,
storm::storage::SparseMatrix<double>& inducedA,
std::vector<double>& inducedB,
storm::storage::BitVector& probGreater0States
);
template bool checkAndFixScheduler<double>(storm::storage::SparseMatrix<double> const& A,
std::vector<double> const& x,
std::vector<double> const& b,
storm::storage::TotalScheduler& scheduler,
storm::storage::BitVector const& targetChoices,
double const& precision,
bool relative,
storm::storage::SparseMatrix<double>& inducedA,
std::vector<double>& inducedB,
storm::storage::BitVector& probGreater0States
);
}
}
}

254
src/storm/utility/policyguessing.h

@ -1,254 +0,0 @@
/*
* File: Regions.h
* Author: Tim Quatmann
*
* Created on November 16, 2015,
*
* This file provides functions to apply a solver on a nondeterministic model or a two player game.
* However, schedulers are used to compute an initial guess which will (hopefully) speed up the value iteration techniques.
*/
#ifndef STORM_UTILITY_POLICYGUESSING_H
#define STORM_UTILITY_POLICYGUESSING_H
#include "storm/solver/GameSolver.h"
#include "storm/solver/MinMaxLinearEquationSolver.h"
#include "storm/solver/OptimizationDirection.h"
#include "storm/utility/vector.h"
#include "storm/storage/BitVector.h"
#include "storm/storage/sparse/StateType.h"
#include "storm/storage/SparseMatrix.h"
#include "storm/storage/TotalScheduler.h"
namespace storm {
namespace utility{
namespace policyguessing {
/*!
* invokes the given game solver.
*
* The given schedulers for player 1 and player 2 will serve as initial guess.
* A linear equation system defined by the induced Matrix A and vector b is solved before
* solving the actual game.
* Note that, depending on the schedulers, the qualitative properties of the graph defined by A
* might be different to the original graph of the game.
* To ensure a unique solution, we need to filter out the "prob0"-states.
* To identify these states and set the result for them correctly, it is necessary to know whether rewards or probabilities are to be computed
*
* @param solver the solver to be invoked
* @param player1Goal Sets whether player 1 wants to minimize or maximize.
* @param player2Goal Sets whether player 2 wants to minimize or maximize.
* @param x The initial guess of the solution.
* @param b The vector to add after matrix-vector multiplication.
* @param player1Scheduler A Scheduler that selects rows in every rowgroup of player1. This will be used as an initial guess
* @param player2Scheduler A Scheduler that selects rows in every rowgroup of player2. This will be used as an initial guess
* @param targetChoices marks the choices in the player2 matrix that have a positive probability to lead to a target state
* @param prob0Value the value that, after Scheduler instantiation, is assigned to the states that have probability zero to reach a target
* @return The solution vector in the form of the vector x as well as the two schedulers.
*/
template<typename ValueType>
void solveGame( storm::solver::GameSolver<ValueType>& solver,
std::vector<ValueType>& x,
std::vector<ValueType> const& b,
OptimizationDirection player1Goal,
OptimizationDirection player2Goal,
storm::storage::TotalScheduler& player1Scheduler,
storm::storage::TotalScheduler& player2Scheduler,
storm::storage::BitVector const& targetChoices,
ValueType const& prob0Value
);
/*!
* invokes the given MinMaxLinearEquationSolver.
*
* The given Scheduler will serve as an initial guess.
* A linear equation system defined by the induced Matrix A and vector b is solved before
* solving the actual MinMax equation system.
* Note that, depending on the Scheduler, the qualitative properties of the graph defined by A
* might be different to the original graph.
* To ensure a unique solution, we need to filter out the "prob0"-states.
* To identify these states and set the result for them correctly, it is necessary to know whether rewards or probabilities are to be computed
*
* @param solver the solver that contains the matrix
* @param A The matrix itself
* @param x The initial guess of the solution.
* @param b The vector to add after matrix-vector multiplication.
* @param goal Sets whether we want to minimize or maximize.
* @param Scheduler A Scheduler that selects rows in every rowgroup.
* @param targetChoices marks the rows in the matrix that have a positive probability to lead to a target state
* @param prob0Value the value that is assigned to the states that have probability zero to reach a target
* @return The solution vector in the form of the vector x.
*/
template<typename ValueType>
void solveMinMaxLinearEquationSystem( storm::solver::MinMaxLinearEquationSolver<ValueType>& solver,
storm::storage::SparseMatrix<ValueType> const& A,
std::vector<ValueType>& x,
std::vector<ValueType> const& b,
OptimizationDirection goal,
storm::storage::TotalScheduler& Scheduler,
storm::storage::BitVector const& targetChoices,
ValueType const& prob0Value
);
/*!
* Constructs the equation system defined by the matrix inducedA and vector inducedB that result from applying
* the given schedulers to the matrices of the two players and the given b.
*
* Note that, depending on the schedulers, the qualitative properties of the graph defined by inducedA
* might be different to the original graph.
*
* @param solver the solver that contains the two player matrices
* @param b The vector in which to select the entries of the right hand side
* @param player1Scheduler A Scheduler that selects rows in every rowgroup of player1.
* @param player2Scheduler A Scheduler that selects rows in every rowgroup of player2.
* @param targetChoices marks the choices in the player2 matrix that have a positive probability to lead to a target state
* @param inducedA the Matrix for the resulting equation system
* @param inducedB the Vector for the resulting equation system
* @param probGreater0States marks the states which have a positive probability to lead to a target state
* @return Induced A, b and targets
*/
template<typename ValueType>
void getInducedEquationSystem(storm::solver::GameSolver<ValueType> const& solver,
std::vector<ValueType> const& b,
storm::storage::TotalScheduler const& player1Scheduler,
storm::storage::TotalScheduler const& player2Scheduler,
storm::storage::BitVector const& targetChoices,
storm::storage::SparseMatrix<ValueType>& inducedA,
std::vector<ValueType>& inducedB,
storm::storage::BitVector& probGreater0States
);
/*!
* Constructs the equation system defined by the matrix inducedA and vector inducedB that result from applying
* the given Scheduler to the matrix from the given solver and the given b.
*
* Note that, depending on the schedulers, the qualitative properties of the graph defined by inducedA
* might be different to the original graph.
*
* @param A the matrix
* @param b The vector in which to select the entries of the right hand side
* @param Scheduler A Scheduler that selects rows in every rowgroup.
* @param targetChoices marks the choices in the player2 matrix that have a positive probability to lead to a target state
* @param inducedA the Matrix for the resulting equation system
* @param inducedB the Vector for the resulting equation system
* @param probGreater0States marks the states which have a positive probability to lead to a target state
* @return Induced A, b and targets
*/
template<typename ValueType>
void getInducedEquationSystem(storm::storage::SparseMatrix<ValueType> const& A,
std::vector<ValueType> const& b,
storm::storage::TotalScheduler const& scheduler,
storm::storage::BitVector const& targetChoices,
storm::storage::SparseMatrix<ValueType>& inducedA,
std::vector<ValueType>& inducedB,
storm::storage::BitVector& probGreater0States
);
/*!
* Solves the given equation system.
*
* It is not assumed that qualitative properties of the Graph defined by A have been checked, yet.
* However, actual target states are already filtered out.
* To ensure a unique solution, we also need to filter out the "prob0"-states.
*
* If the result does not satisfy "Ax+b = x (modulo precision)", the solver is executed
* again with increased precision.
*
* @param A the matrix of the equation system
* @param x The initial guess of the solution.
* @param b The vector of the equation system
* @param targetChoices marks the rows in the matrix that have a positive probability to lead to a target state
* @param prob0Value the value that is assigned to the states that have probability zero to reach a target
* @param const& precision The precision to be used by the solver
* @param relative sets whether to consider relative errors
* @return The solution vector in the form of the vector x.
*/
template<typename ValueType>
void solveLinearEquationSystem(storm::storage::SparseMatrix<ValueType>const& A,
std::vector<ValueType>& x,
std::vector<ValueType> const& b,
storm::storage::BitVector const& probGreater0States,
ValueType const& prob0Value,
ValueType const& precision,
bool relative
);
/*!
* Checks if the given schedulers make choices that lead to states from which no target state is reachable ("prob0"-states).
* This can happen when value iteration is applied and there are multiple choices with the same value
* (e.g. a state that allows to chose a selfloop with probability one)
*
* If the schedulers are changed, they are updated accordingly (as well as the given inducedA, inducedB and probGreater0States)
*
* @param solver the solver that contains the two player matrices
* @param x the solution vector (the result from value iteration)
* @param b The vector in which to select the entries of the right hand side
* @param player1Scheduler A Scheduler that selects rows in every rowgroup of player1.
* @param player2Scheduler A Scheduler that selects rows in every rowgroup of player2.
* @param targetChoices marks the choices in the player2 matrix that have a positive probability to lead to a target state
* @param inducedA the Matrix for the equation system
* @param inducedB the Vector for the equation system
* @param probGreater0States marks the states which have a positive probability to lead to a target state
* @return true iff there are no more prob0-states. Also changes the given schedulers accordingly
*/
template<typename ValueType>
bool checkAndFixScheduler(storm::solver::GameSolver<ValueType> const& solver,
std::vector<ValueType> const& x,
std::vector<ValueType> const& b,
storm::storage::TotalScheduler& player1Scheduler,
storm::storage::TotalScheduler& player2Scheduler,
storm::storage::BitVector const& targetChoices,
storm::storage::SparseMatrix<ValueType>& inducedA,
std::vector<ValueType>& inducedB,
storm::storage::BitVector& probGreater0States
);
/*!
* Checks if the given schedulers make choices that lead to states from which no target state is reachable ("prob0"-states).
* This can happen when value iteration is applied and there are multiple choices with the same value
* (e.g. a state that allows to chose a selfloop with probability one)
*
* If the schedulers are changed, they are updated accordingly (as well as the given inducedA, inducedB and probGreater0States)
*
* @param A the matrix
* @param x the solution vector (the result from value iteration)
* @param b The vector in which to select the entries of the right hand side
* @param Scheduler A Scheduler that selects rows in every rowgroup.
* @param targetChoices marks the choices in the player2 matrix that have a positive probability to lead to a target state
* @param inducedA the Matrix for the equation system
* @param probGreater0States marks the states which have a positive probability to lead to a target state
* @return true iff there are no more prob0-states. Also changes the given schedulers accordingly
*/
template<typename ValueType>
bool checkAndFixScheduler(storm::storage::SparseMatrix<ValueType> const& A,
std::vector<ValueType> const& x,
std::vector<ValueType> const& b,
storm::storage::TotalScheduler& Scheduler,
storm::storage::BitVector const& targetChoices,
ValueType const& precision,
bool relative,
storm::storage::SparseMatrix<ValueType>& inducedA,
std::vector<ValueType>& inducedB,
storm::storage::BitVector& probGreater0States
);
//little helper function
template<typename ValueType>
bool rowLeadsToTarget(uint_fast64_t row,
storm::storage::SparseMatrix<ValueType> const& matrix,
storm::storage::BitVector const& targetChoices,
storm::storage::BitVector const& probGreater0States){
if(targetChoices.get(row)) return true;
for(auto const& successor : matrix.getRow(row)){
if(probGreater0States.get(successor.getColumn())) return true;
}
return false;
}
}
}
}
#endif /* STORM_UTILITY_REGIONS_H */
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