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@ -3,6 +3,7 @@ |
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#include "storm/abstraction/AbstractionInformation.h"
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#include "storm/abstraction/AbstractionInformation.h"
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#include "storm/abstraction/MenuGameAbstractor.h"
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#include "storm/abstraction/MenuGameAbstractor.h"
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#include "storm/storage/dd/DdManager.h"
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#include "storm/utility/dd.h"
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#include "storm/utility/dd.h"
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#include "storm/settings/SettingsManager.h"
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#include "storm/settings/SettingsManager.h"
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@ -42,6 +43,41 @@ namespace storm { |
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performRefinement(createGlobalRefinement(predicates)); |
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performRefinement(createGlobalRefinement(predicates)); |
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} |
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} |
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template<storm::dd::DdType Type, typename ValueType> |
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storm::dd::Bdd<Type> getMostProbablePathSpanningTree(storm::abstraction::MenuGame<Type, ValueType> const& game, storm::dd::Bdd<Type> const& targetState, storm::dd::Bdd<Type> const& transitionFilter) { |
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storm::dd::Add<Type, ValueType> maxProbabilities = game.getInitialStates().template toAdd<ValueType>(); |
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storm::dd::Add<Type, ValueType> border = game.getInitialStates().template toAdd<ValueType>(); |
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storm::dd::Bdd<Type> spanningTree = game.getManager().getBddZero(); |
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storm::dd::Add<Type, ValueType> transitionMatrix = ((transitionFilter && game.getExtendedTransitionMatrix().maxAbstractRepresentative(game.getProbabilisticBranchingVariables())).template toAdd<ValueType>() * game.getExtendedTransitionMatrix()); |
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transitionMatrix = transitionMatrix.sumAbstract(game.getNondeterminismVariables()); |
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std::set<storm::expressions::Variable> variablesToAbstract(game.getRowVariables()); |
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variablesToAbstract.insert(game.getProbabilisticBranchingVariables().begin(), game.getProbabilisticBranchingVariables().end()); |
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while (!border.isZero() && (border && targetState).isZero()) { |
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// Determine the new maximal probabilities to all states.
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storm::dd::Add<Type, ValueType> tmp = border * transitionMatrix * maxProbabilities; |
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storm::dd::Bdd<Type> newMaxProbabilityChoices = tmp.maxAbstractRepresentative(variablesToAbstract); |
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storm::dd::Add<Type, ValueType> newMaxProbabilities = tmp.maxAbstract(variablesToAbstract).swapVariables(game.getRowColumnMetaVariablePairs()); |
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// Determine the probability values for which states strictly increased.
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storm::dd::Bdd<Type> updateStates = newMaxProbabilities.greater(maxProbabilities); |
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maxProbabilities = updateStates.ite(newMaxProbabilities, maxProbabilities); |
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// Delete all edges in the spanning tree that lead to states that need to be updated.
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spanningTree &= ((!updateStates).swapVariables(game.getRowColumnMetaVariablePairs())); |
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// Add all edges that achieve the new maximal value to the spanning tree.
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spanningTree |= updateStates.swapVariables(game.getRowColumnMetaVariablePairs()) && newMaxProbabilityChoices; |
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// Continue exploration from states that have been updated.
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border = updateStates.template toAdd<ValueType>(); |
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} |
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return spanningTree; |
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} |
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template<storm::dd::DdType Type, typename ValueType> |
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template<storm::dd::DdType Type, typename ValueType> |
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std::pair<storm::dd::Bdd<Type>, storm::OptimizationDirection> pickPivotState(storm::dd::Bdd<Type> const& initialStates, storm::dd::Bdd<Type> const& transitionsMin, storm::dd::Bdd<Type> const& transitionsMax, std::set<storm::expressions::Variable> const& rowVariables, std::set<storm::expressions::Variable> const& columnVariables, storm::dd::Bdd<Type> const& pivotStates, boost::optional<QuantitativeResultMinMax<Type, ValueType>> const& quantitativeResult = boost::none) { |
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std::pair<storm::dd::Bdd<Type>, storm::OptimizationDirection> pickPivotState(storm::dd::Bdd<Type> const& initialStates, storm::dd::Bdd<Type> const& transitionsMin, storm::dd::Bdd<Type> const& transitionsMax, std::set<storm::expressions::Variable> const& rowVariables, std::set<storm::expressions::Variable> const& columnVariables, storm::dd::Bdd<Type> const& pivotStates, boost::optional<QuantitativeResultMinMax<Type, ValueType>> const& quantitativeResult = boost::none) { |
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@ -242,6 +278,21 @@ namespace storm { |
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} |
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} |
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} |
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} |
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template<storm::dd::DdType Type, typename ValueType> |
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storm::expressions::Expression MenuGameRefiner<Type, ValueType>::buildTraceFormula(storm::abstraction::MenuGame<Type, ValueType> const& game, storm::dd::Bdd<Type> const& spanningTree, storm::dd::Bdd<Type> const& pivotState) const { |
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AbstractionInformation<Type> const& abstractionInformation = abstractor.get().getAbstractionInformation(); |
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storm::dd::Bdd<Type> currentState = pivotState; |
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while ((currentState && game.getInitialStates()).isZero()) { |
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storm::dd::Bdd<Type> predecessorTransition = currentState.swapVariables(game.getRowColumnMetaVariablePairs()) && spanningTree; |
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} |
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return storm::expressions::Expression(); |
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} |
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template<storm::dd::DdType Type, typename ValueType> |
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template<storm::dd::DdType Type, typename ValueType> |
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bool MenuGameRefiner<Type, ValueType>::refine(storm::abstraction::MenuGame<Type, ValueType> const& game, storm::dd::Bdd<Type> const& transitionMatrixBdd, QualitativeResultMinMax<Type> const& qualitativeResult) const { |
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bool MenuGameRefiner<Type, ValueType>::refine(storm::abstraction::MenuGame<Type, ValueType> const& game, storm::dd::Bdd<Type> const& transitionMatrixBdd, QualitativeResultMinMax<Type> const& qualitativeResult) const { |
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STORM_LOG_TRACE("Trying refinement after qualitative check."); |
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STORM_LOG_TRACE("Trying refinement after qualitative check."); |
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@ -270,6 +321,12 @@ namespace storm { |
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// Now that we have the pivot state candidates, we need to pick one.
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// Now that we have the pivot state candidates, we need to pick one.
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std::pair<storm::dd::Bdd<Type>, storm::OptimizationDirection> pivotState = pickPivotState<Type, ValueType>(game.getInitialStates(), pivotStateResult.reachableTransitionsMin, pivotStateResult.reachableTransitionsMax, game.getRowVariables(), game.getColumnVariables(), pivotStateResult.pivotStates); |
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std::pair<storm::dd::Bdd<Type>, storm::OptimizationDirection> pivotState = pickPivotState<Type, ValueType>(game.getInitialStates(), pivotStateResult.reachableTransitionsMin, pivotStateResult.reachableTransitionsMax, game.getRowVariables(), game.getColumnVariables(), pivotStateResult.pivotStates); |
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// FIXME.
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storm::dd::Bdd<Type> spanningTree = getMostProbablePathSpanningTree(game, pivotState.first, pivotState.second == storm::OptimizationDirection::Minimize ? minPlayer1Strategy && minPlayer2Strategy : maxPlayer1Strategy && maxPlayer2Strategy); |
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storm::expressions::Expression traceFormula = buildTraceFormula(game, spanningTree, pivotState.first); |
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exit(-1); |
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// Derive predicate based on the selected pivot state.
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// Derive predicate based on the selected pivot state.
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RefinementPredicates predicates = derivePredicatesFromPivotState(game, pivotState.first, minPlayer1Strategy, minPlayer2Strategy, maxPlayer1Strategy, maxPlayer2Strategy); |
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RefinementPredicates predicates = derivePredicatesFromPivotState(game, pivotState.first, minPlayer1Strategy, minPlayer2Strategy, maxPlayer1Strategy, maxPlayer2Strategy); |
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std::vector<storm::expressions::Expression> preparedPredicates = preprocessPredicates(predicates.getPredicates(), (predicates.getSource() == RefinementPredicates::Source::Guard && splitGuards) || (predicates.getSource() == RefinementPredicates::Source::WeakestPrecondition && splitPredicates)); |
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std::vector<storm::expressions::Expression> preparedPredicates = preprocessPredicates(predicates.getPredicates(), (predicates.getSource() == RefinementPredicates::Source::Guard && splitGuards) || (predicates.getSource() == RefinementPredicates::Source::WeakestPrecondition && splitPredicates)); |
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@ -294,6 +351,10 @@ namespace storm { |
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// Now that we have the pivot state candidates, we need to pick one.
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// Now that we have the pivot state candidates, we need to pick one.
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std::pair<storm::dd::Bdd<Type>, storm::OptimizationDirection> pivotState = pickPivotState<Type, ValueType>(game.getInitialStates(), pivotStateResult.reachableTransitionsMin, pivotStateResult.reachableTransitionsMax, game.getRowVariables(), game.getColumnVariables(), pivotStateResult.pivotStates); |
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std::pair<storm::dd::Bdd<Type>, storm::OptimizationDirection> pivotState = pickPivotState<Type, ValueType>(game.getInitialStates(), pivotStateResult.reachableTransitionsMin, pivotStateResult.reachableTransitionsMax, game.getRowVariables(), game.getColumnVariables(), pivotStateResult.pivotStates); |
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// FIXME.
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getMostProbablePathSpanningTree(game, pivotState.first, pivotState.second == storm::OptimizationDirection::Minimize ? minPlayer1Strategy && minPlayer2Strategy : maxPlayer1Strategy && maxPlayer2Strategy); |
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exit(-1); |
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// Derive predicate based on the selected pivot state.
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// Derive predicate based on the selected pivot state.
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RefinementPredicates predicates = derivePredicatesFromPivotState(game, pivotState.first, minPlayer1Strategy, minPlayer2Strategy, maxPlayer1Strategy, maxPlayer2Strategy); |
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RefinementPredicates predicates = derivePredicatesFromPivotState(game, pivotState.first, minPlayer1Strategy, minPlayer2Strategy, maxPlayer1Strategy, maxPlayer2Strategy); |
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std::vector<storm::expressions::Expression> preparedPredicates = preprocessPredicates(predicates.getPredicates(), (predicates.getSource() == RefinementPredicates::Source::Guard && splitGuards) || (predicates.getSource() == RefinementPredicates::Source::WeakestPrecondition && splitPredicates)); |
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std::vector<storm::expressions::Expression> preparedPredicates = preprocessPredicates(predicates.getPredicates(), (predicates.getSource() == RefinementPredicates::Source::Guard && splitGuards) || (predicates.getSource() == RefinementPredicates::Source::WeakestPrecondition && splitPredicates)); |
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@ -304,10 +365,10 @@ namespace storm { |
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template<storm::dd::DdType Type, typename ValueType> |
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template<storm::dd::DdType Type, typename ValueType> |
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std::vector<storm::expressions::Expression> MenuGameRefiner<Type, ValueType>::preprocessPredicates(std::vector<storm::expressions::Expression> const& predicates, bool split) const { |
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std::vector<storm::expressions::Expression> MenuGameRefiner<Type, ValueType>::preprocessPredicates(std::vector<storm::expressions::Expression> const& predicates, bool split) const { |
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if (split) { |
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if (split) { |
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AbstractionInformation<Type> const& abstractionInformation = abstractor.get().getAbstractionInformation(); |
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std::vector<storm::expressions::Expression> cleanedAtoms; |
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std::vector<storm::expressions::Expression> cleanedAtoms; |
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for (auto const& predicate : predicates) { |
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for (auto const& predicate : predicates) { |
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AbstractionInformation<Type> const& abstractionInformation = abstractor.get().getAbstractionInformation(); |
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// Split the predicates.
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// Split the predicates.
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std::vector<storm::expressions::Expression> atoms = splitter.split(predicate); |
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std::vector<storm::expressions::Expression> atoms = splitter.split(predicate); |