@ -214,7 +214,7 @@ namespace storm {
STORM_LOG_TRACE ( " LRA computation converged after " < < iter < < " iterations. " ) ;
}
if ( choices ) {
if ( choices | | choiceValues ) {
// We will be doing one more iteration step and track scheduler choices this time.
if ( ! gameNondetTs ( ) ) {
prepareNextIteration ( env ) ;
@ -222,8 +222,11 @@ namespace storm {
performIterationStep ( env , dir , choices , choiceValues ) ;
}
if ( gameNondetTs ( ) ) {
storm : : utility : : vector : : applyPointwise < ValueType , ValueType > ( xNew ( ) , xNew ( ) , [ & iter ] ( ValueType const & x_i ) - > ValueType { return x_i / ( double ) iter ; } ) ;
result = ( xOld ( ) . at ( 0 ) * _uniformizationRate ) / ( double ) iter ; // TODO is "init" always going to be .at(0) ?
storm : : utility : : vector : : applyPointwise < ValueType , ValueType > ( xNew ( ) , xNew ( ) , [ & iter ] ( ValueType const & x_i ) - > ValueType { return x_i / ( double ) iter ; } ) ;
result = ( xOld ( ) . at ( 0 ) * _uniformizationRate ) / ( double ) iter ; // TODO is "init" always going to be .at(0) ?
if ( choiceValues ) {
storm : : utility : : vector : : applyPointwise < ValueType , ValueType > ( * choiceValues , * choiceValues , [ this , & iter ] ( ValueType const & c_i ) - > ValueType { return ( c_i * _uniformizationRate ) / ( double ) iter ; } ) ;
}
}
return result ;
}
@ -360,13 +363,16 @@ namespace storm {
template < typename ValueType , typename ComponentType , LraViTransitionsType TransitionsType >
void LraViHelper < ValueType , ComponentType , TransitionsType > : : setInputModelChoiceValues ( std : : vector < ValueType > & choiceValues , std : : vector < ValueType > const & localMecChoiceValues ) const {
// Transform the local choiceValues (within this mec) to choice values for the input model
uint64_t localState = 0 ;
uint64_t choiceValuesOffset = 0 ;
for ( auto const & element : _component ) {
uint64_t elementState = element . first ;
uint64_t rowIndex = _transitionMatrix . getRowGroupIndices ( ) [ elementState ] ;
uint64_t rowGroupSize = _transitionMatrix . getRowGroupEntryCount ( elementState ) ;
std : : copy ( localMecChoiceValues . begin ( ) , localMecChoiceValues . begin ( ) + rowGroupSize , & choiceValues . at ( rowIndex ) ) ;
std : : copy ( localMecChoiceValues . begin ( ) + choiceValuesOffset , localMecChoiceValues . begin ( ) + choiceValuesOffset + rowGroupSize , & choiceValues . at ( rowIndex ) ) ;
localState + + ;
choiceValuesOffset + = rowGroupSize ;
}
}
@ -386,7 +392,7 @@ namespace storm {
// Compute the values obtained by a single uniformization step between timed states only
if ( nondetTs ( ) & & ! gameNondetTs ( ) ) {
if ( choices = = nullptr ) {
if ( choices = = nullptr & & choiceValues = = nullptr ) {
_TsMultiplier - > multiplyAndReduce ( env , * dir , xOld ( ) , & _TsChoiceValues , xNew ( ) ) ;
} else {
// Also keep track of the choices made.
@ -401,8 +407,12 @@ namespace storm {
// Note that nondeterminism within the timed states means that there can not be instant states (We either have MDPs or MAs)
// Hence, in this branch we don't have to care for choices at instant states.
STORM_LOG_ASSERT ( ! _hasInstantStates , " Nondeterministic timed states are only supported if there are no instant states. " ) ;
setInputModelChoices ( * choices , tsChoices ) ;
setInputModelChoiceValues ( * choiceValues , resultChoiceValues ) ;
if ( choices ! = nullptr ) {
setInputModelChoices ( * choices , tsChoices ) ;
}
if ( choiceValues ! = nullptr ) {
setInputModelChoiceValues ( * choiceValues , resultChoiceValues ) ;
}
}
} else if ( gameNondetTs ( ) ) { // TODO DRYness? exact same behaviour as case above?
if ( choices = = nullptr ) {
@ -417,8 +427,12 @@ namespace storm {
rowGroupIndices . erase ( rowGroupIndices . begin ( ) ) ;
_TsMultiplier - > reduce ( env , * dir , rowGroupIndices , resultChoiceValues , xNew ( ) , & tsChoices ) ;
setInputModelChoices ( * choices , tsChoices ) ; // no components -> no need for that call?
setInputModelChoiceValues ( * choiceValues , resultChoiceValues ) ;
if ( choices ! = nullptr ) {
setInputModelChoices ( * choices , tsChoices ) ; // no components -> no need for that call?
}
if ( choiceValues ! = nullptr ) {
setInputModelChoiceValues ( * choiceValues , resultChoiceValues ) ;
}
}
} else {
_TsMultiplier - > multiply ( env , xOld ( ) , & _TsChoiceValues , xNew ( ) ) ;