@ -91,85 +91,53 @@ namespace storm {
return solveGameValueIteration ( player1Dir , player2Dir , x , b ) ;
case StandardGameSolverSettings < ValueType > : : SolutionMethod : : PolicyIteration :
return solveGamePolicyIteration ( player1Dir , player2Dir , x , b ) ;
default :
STORM_LOG_THROW ( false , storm : : exceptions : : InvalidSettingsException , " This solver does not implement the selected solution method " ) ;
}
return true ;
return fals e;
}
template < typename ValueType >
bool StandardGameSolver < ValueType > : : solveGamePolicyIteration ( OptimizationDirection player1Dir , OptimizationDirection player2Dir , std : : vector < ValueType > & x , std : : vector < ValueType > const & b ) const {
// Create the initial choice selections.
std : : vector < storm : : storage : : sparse : : state_type > player1Choices = this - > hasSchedulerHints ( ) ? this - > player1SchedulerHint - > getChoices ( ) : std : : vector < storm : : storage : : sparse : : state_type > ( this - > player1Matrix . getRowGroupCount ( ) , 0 ) ;
std : : vector < storm : : storage : : sparse : : state_type > player2Choices = this - > hasSchedulerHints ( ) ? this - > player2SchedulerHint - > getChoices ( ) : std : : vector < storm : : storage : : sparse : : state_type > ( this - > player2Matrix . getRowGroupCount ( ) , 0 ) ;
/* // Create the initial scheduler.
std : : vector < storm : : storage : : sparse : : state_type > scheduler = this - > schedulerHint ? this - > schedulerHint - > getChoices ( ) : std : : vector < storm : : storage : : sparse : : state_type > ( this - > A . getRowGroupCount ( ) ) ;
// Get a vector for storing the right-hand side of the inner equation system.
if ( ! auxiliaryRowGroupVector ) {
auxiliaryRowGroupVector = std : : make_unique < std : : vector < ValueType > > ( this - > A . getRowGroupCount ( ) ) ;
if ( ! auxiliaryP2RowGroupVector ) {
auxiliaryP2RowGroupVector = std : : make_unique < std : : vector < ValueType > > ( this - > player2Matrix . getRowGroupCount ( ) ) ;
}
std : : vector < ValueType > & subB = * auxiliaryRowGroupVector ;
if ( ! auxiliaryP1RowGroupVector ) {
auxiliaryP1RowGroupVector = std : : make_unique < std : : vector < ValueType > > ( this - > player1Matrix . getRowGroupCount ( ) ) ;
}
std : : vector < ValueType > & subB = * auxiliaryP1RowGroupVector ;
// Resolve the nondeterminism according to the current scheduler.
storm : : storage : : SparseMatrix < ValueType > submatrix = this - > A . selectRowsFromRowGroups ( scheduler , true ) ;
// Solve the equation system induced by the two schedulers.
storm : : storage : : SparseMatrix < ValueType > submatrix ;
getInducedMatrixVector ( x , b , player1Choices , player2Choices , submatrix , subB ) ;
submatrix . convertToEquationSystem ( ) ;
storm : : utility : : vector : : selectVectorValues < ValueType > ( subB , scheduler , this - > A . getRowGroupIndices ( ) , b ) ;
// Create a solver that we will use throughout the procedure. We will modify the matrix in each iteration.
auto solver = linearEquationSolverFactory - > create ( std : : move ( submatrix ) ) ;
if ( this - > lowerBound ) {
solver - > setLowerBound ( this - > lowerBound . get ( ) ) ;
}
if ( this - > upperBound ) {
solver - > setUpperBound ( this - > upperBound . get ( ) ) ;
}
solver - > setCachingEnabled ( true ) ;
auto submatrixSolver = linearEquationSolverFactory - > create ( std : : move ( submatrix ) ) ;
if ( this - > lowerBound ) { submatrixSolver - > setLowerBound ( this - > lowerBound . get ( ) ) ; }
if ( this - > upperBound ) { submatrixSolver - > setUpperBound ( this - > upperBound . get ( ) ) ; }
submatrixSolver - > setCachingEnabled ( true ) ;
Status status = Status : : InProgress ;
uint64_t iterations = 0 ;
do {
// Solve the equation system for the 'DTMC'.
// FIXME: we need to remove the 0- and 1- states to make the solution unique.
// HOWEVER: if we start with a valid scheduler, then we will never get an illegal one, because staying
// within illegal MECs will never strictly improve the value. Is this true?
solver - > solveEquations ( x , subB ) ;
submatrixSolver - > solveEquations ( x , subB ) ;
// Go through the multiplication result and see whether we can improve any of the choices.
bool schedulerImproved = false ;
for ( uint_fast64_t group = 0 ; group < this - > A . getRowGroupCount ( ) ; + + group ) {
for ( uint_fast64_t choice = this - > A . getRowGroupIndices ( ) [ group ] ; choice < this - > A . getRowGroupIndices ( ) [ group + 1 ] ; + + choice ) {
// If the choice is the currently selected one, we can skip it.
if ( choice - this - > A . getRowGroupIndices ( ) [ group ] = = scheduler [ group ] ) {
continue ;
}
// Create the value of the choice.
ValueType choiceValue = storm : : utility : : zero < ValueType > ( ) ;
for ( auto const & entry : this - > A . getRow ( choice ) ) {
choiceValue + = entry . getValue ( ) * x [ entry . getColumn ( ) ] ;
}
choiceValue + = b [ choice ] ;
// If the value is strictly better than the solution of the inner system, we need to improve the scheduler.
// TODO: If the underlying solver is not precise, this might run forever (i.e. when a state has two choices where the (exact) values are equal).
// only changing the scheduler if the values are not equal (modulo precision) would make this unsound.
if ( valueImproved ( dir , x [ group ] , choiceValue ) ) {
schedulerImproved = true ;
scheduler [ group ] = choice - this - > A . getRowGroupIndices ( ) [ group ] ;
}
}
}
bool schedulerImproved = extractChoices ( player1Dir , player2Dir , x , b , * auxiliaryP2RowGroupVector , player1Choices , player2Choices ) ;
// If the scheduler did not improve, we are done.
if ( ! schedulerImproved ) {
status = Status : : Converged ;
} else {
// Update the scheduler and the s olver.
submatrix = this - > A . selectRowsFromRowGroups ( scheduler , true ) ;
// Update the solver.
getInducedMatrixVector ( x , b , player1Choices , player2Choices , submatrix , subB ) ;
submatrix . convertToEquationSystem ( ) ;
storm : : utility : : vector : : selectVectorValues < ValueType > ( subB , scheduler , this - > A . getRowGroupIndices ( ) , b ) ;
solver - > setMatrix ( std : : move ( submatrix ) ) ;
submatrixSolver - > setMatrix ( std : : move ( submatrix ) ) ;
}
// Update environment variables.
@ -180,27 +148,24 @@ namespace storm {
reportStatus ( status , iterations ) ;
// If requested, we store the scheduler for retrieval.
if ( this - > isTrackSchedulerSet ( ) ) {
this - > scheduler = std : : make_unique < storm : : storage : : TotalScheduler > ( std : : move ( scheduler ) ) ;
if ( this - > isTrackSchedulersSet ( ) ) {
this - > player1Scheduler = std : : make_unique < storm : : storage : : TotalScheduler > ( std : : move ( player1Choices ) ) ;
this - > player2Scheduler = std : : make_unique < storm : : storage : : TotalScheduler > ( std : : move ( player2Choices ) ) ;
}
if ( ! this - > isCachingEnabled ( ) ) {
clearCache ( ) ;
}
if ( status = = Status : : Converged | | status = = Status : : TerminatedEarly ) {
return true ;
} else {
return false ;
} */
return status = = Status : : Converged | | status = = Status : : TerminatedEarly ;
}
template < typename ValueType >
bool StandardGameSolver < ValueType > : : valueImproved ( OptimizationDirection dir , ValueType const & value1 , ValueType const & value2 ) const {
if ( dir = = OptimizationDirection : : Minimize ) {
return value1 > value2 ;
return value2 < value1 ;
} else {
return value1 < value2 ;
return value2 > value1 ;
}
}
@ -237,9 +202,16 @@ namespace storm {
std : : vector < ValueType > & multiplyResult = * auxiliaryP2RowVector ;
std : : vector < ValueType > & reducedMultiplyResult = * auxiliaryP2RowGroupVector ;
// if this->schedulerHint ...
if ( this - > hasSchedulerHints ( ) ) {
// Solve the equation system induced by the two schedulers.
storm : : storage : : SparseMatrix < ValueType > submatrix ;
getInducedMatrixVector ( x , b , this - > player1SchedulerHint - > getChoices ( ) , this - > player2SchedulerHint - > getChoices ( ) , submatrix , * auxiliaryP1RowGroupVector ) ;
submatrix . convertToEquationSystem ( ) ;
auto submatrixSolver = linearEquationSolverFactory - > create ( std : : move ( submatrix ) ) ;
if ( this - > lowerBound ) { submatrixSolver - > setLowerBound ( this - > lowerBound . get ( ) ) ; }
if ( this - > upperBound ) { submatrixSolver - > setUpperBound ( this - > upperBound . get ( ) ) ; }
submatrixSolver - > solveEquations ( x , * auxiliaryP1RowGroupVector ) ;
}
std : : vector < ValueType > * newX = auxiliaryP1RowGroupVector . get ( ) ;
std : : vector < ValueType > * currentX = & x ;
@ -274,204 +246,16 @@ namespace storm {
if ( this - > isTrackSchedulersSet ( ) ) {
std : : vector < uint_fast64_t > player1Choices ( player1Matrix . getRowGroupCount ( ) , 0 ) ;
std : : vector < uint_fast64_t > player2Choices ( player2Matrix . getRowGroupCount ( ) , 0 ) ;
multiplyAndReduce ( player1Dir , player2Dir , x , & b , * linEqSolverPlayer2Matrix , multiplyResult , reducedMultiplyResult , * auxiliaryP1 RowGroupVector, & player1Choices , & player2Choices ) ;
extractChoices ( player1Dir , player2Dir , x , b , * auxiliaryP2 RowGroupVector, player1Choices , player2Choices ) ;
this - > player1Scheduler = std : : make_unique < storm : : storage : : TotalScheduler > ( std : : move ( player1Choices ) ) ;
this - > player2Scheduler = std : : make_unique < storm : : storage : : TotalScheduler > ( std : : move ( player2Choices ) ) ;
}
if ( ! this - > isCachingEnabled ( ) ) {
clearCache ( ) ;
}
if ( status = = Status : : Converged | | status = = Status : : TerminatedEarly ) {
return true ;
} else {
return false ;
}
/* // Set up the environment for value iteration.
bool converged = false ;
uint_fast64_t numberOfPlayer1States = x . size ( ) ;
std : : vector < ValueType > tmpResult ( numberOfPlayer1States ) ;
std : : vector < ValueType > nondetResult ( player2Matrix . getRowCount ( ) ) ;
std : : vector < ValueType > player2Result ( player2Matrix . getRowGroupCount ( ) ) ;
// Now perform the actual value iteration.
uint_fast64_t iterations = 0 ;
do {
player2Matrix . multiplyWithVector ( x , nondetResult ) ;
storm : : utility : : vector : : addVectors ( b , nondetResult , nondetResult ) ;
if ( player2Goal = = OptimizationDirection : : Minimize ) {
storm : : utility : : vector : : reduceVectorMin ( nondetResult , player2Result , player2Matrix . getRowGroupIndices ( ) ) ;
} else {
storm : : utility : : vector : : reduceVectorMax ( nondetResult , player2Result , player2Matrix . getRowGroupIndices ( ) ) ;
}
for ( uint_fast64_t pl1State = 0 ; pl1State < numberOfPlayer1States ; + + pl1State ) {
storm : : storage : : SparseMatrix < storm : : storage : : sparse : : state_type > : : const_rows relevantRows = player1Matrix . getRowGroup ( pl1State ) ;
if ( relevantRows . getNumberOfEntries ( ) > 0 ) {
storm : : storage : : SparseMatrix < storm : : storage : : sparse : : state_type > : : const_iterator it = relevantRows . begin ( ) ;
storm : : storage : : SparseMatrix < storm : : storage : : sparse : : state_type > : : const_iterator ite = relevantRows . end ( ) ;
// Set the first value.
tmpResult [ pl1State ] = player2Result [ it - > getColumn ( ) ] ;
+ + it ;
// Now iterate through the different values and pick the extremal one.
if ( player1Goal = = OptimizationDirection : : Minimize ) {
for ( ; it ! = ite ; + + it ) {
tmpResult [ pl1State ] = std : : min ( tmpResult [ pl1State ] , player2Result [ it - > getColumn ( ) ] ) ;
}
} else {
for ( ; it ! = ite ; + + it ) {
tmpResult [ pl1State ] = std : : max ( tmpResult [ pl1State ] , player2Result [ it - > getColumn ( ) ] ) ;
}
}
} else {
tmpResult [ pl1State ] = storm : : utility : : zero < ValueType > ( ) ;
}
}
// Check if the process converged and set up the new iteration in case we are not done.
converged = storm : : utility : : vector : : equalModuloPrecision ( x , tmpResult , this - > precision , this - > relative ) ;
std : : swap ( x , tmpResult ) ;
+ + iterations ;
} while ( ! converged & & iterations < this - > maximalNumberOfIterations & & ! ( this - > hasCustomTerminationCondition ( ) & & this - > getTerminationCondition ( ) . terminateNow ( x ) ) ) ;
STORM_LOG_WARN_COND ( converged , " Iterative solver for stochastic two player games did not converge after " < < iterations < < " iterations. " ) ;
if ( this - > trackScheduler ) {
std : : vector < uint_fast64_t > player2Choices ( player2Matrix . getRowGroupCount ( ) ) ;
storm : : utility : : vector : : reduceVectorMinOrMax ( player2Goal , nondetResult , player2Result , player2Matrix . getRowGroupIndices ( ) , & player2Choices ) ;
this - > player2Scheduler = std : : make_unique < storm : : storage : : TotalScheduler > ( std : : move ( player2Choices ) ) ;
std : : vector < uint_fast64_t > player1Choices ( numberOfPlayer1States , 0 ) ;
for ( uint_fast64_t pl1State = 0 ; pl1State < numberOfPlayer1States ; + + pl1State ) {
storm : : storage : : SparseMatrix < storm : : storage : : sparse : : state_type > : : const_rows relevantRows = player1Matrix . getRowGroup ( pl1State ) ;
if ( relevantRows . getNumberOfEntries ( ) > 0 ) {
storm : : storage : : SparseMatrix < storm : : storage : : sparse : : state_type > : : const_iterator it = relevantRows . begin ( ) ;
storm : : storage : : SparseMatrix < storm : : storage : : sparse : : state_type > : : const_iterator ite = relevantRows . end ( ) ;
// Set the first value.
tmpResult [ pl1State ] = player2Result [ it - > getColumn ( ) ] ;
+ + it ;
storm : : storage : : sparse : : state_type localChoice = 1 ;
// Now iterate through the different values and pick the extremal one.
if ( player1Goal = = OptimizationDirection : : Minimize ) {
for ( ; it ! = ite ; + + it , + + localChoice ) {
if ( player2Result [ it - > getColumn ( ) ] < tmpResult [ pl1State ] ) {
tmpResult [ pl1State ] = player2Result [ it - > getColumn ( ) ] ;
player1Choices [ pl1State ] = localChoice ;
}
}
} else {
for ( ; it ! = ite ; + + it , + + localChoice ) {
if ( player2Result [ it - > getColumn ( ) ] > tmpResult [ pl1State ] ) {
tmpResult [ pl1State ] = player2Result [ it - > getColumn ( ) ] ;
player1Choices [ pl1State ] = localChoice ;
}
}
}
} else {
STORM_LOG_ERROR ( " There is no choice for Player 1 at state " < < pl1State < < " in the stochastic two player game. This is not expected! " ) ;
}
}
this - > player1Scheduler = std : : make_unique < storm : : storage : : TotalScheduler > ( std : : move ( player1Choices ) ) ;
}
* if ( ! linEqSolverA ) {
linEqSolverA = linearEquationSolverFactory - > create ( A ) ;
linEqSolverA - > setCachingEnabled ( true ) ;
}
if ( ! auxiliaryRowVector . get ( ) ) {
auxiliaryRowVector = std : : make_unique < std : : vector < ValueType > > ( A . getRowCount ( ) ) ;
}
std : : vector < ValueType > & multiplyResult = * auxiliaryRowVector ;
if ( ! auxiliaryRowGroupVector . get ( ) ) {
auxiliaryRowGroupVector = std : : make_unique < std : : vector < ValueType > > ( A . getRowGroupCount ( ) ) ;
}
if ( this - > schedulerHint ) {
// Resolve the nondeterminism according to the scheduler hint
storm : : storage : : SparseMatrix < ValueType > submatrix = this - > A . selectRowsFromRowGroups ( this - > schedulerHint - > getChoices ( ) , true ) ;
submatrix . convertToEquationSystem ( ) ;
storm : : utility : : vector : : selectVectorValues < ValueType > ( * auxiliaryRowGroupVector , this - > schedulerHint - > getChoices ( ) , this - > A . getRowGroupIndices ( ) , b ) ;
// Solve the resulting equation system.
// Note that the linEqSolver might consider a slightly different interpretation of "equalModuloPrecision". Hence, we iteratively increase its precision.
auto submatrixSolver = linearEquationSolverFactory - > create ( std : : move ( submatrix ) ) ;
submatrixSolver - > setCachingEnabled ( true ) ;
if ( this - > lowerBound ) { submatrixSolver - > setLowerBound ( this - > lowerBound . get ( ) ) ; }
if ( this - > upperBound ) { submatrixSolver - > setUpperBound ( this - > upperBound . get ( ) ) ; }
submatrixSolver - > solveEquations ( x , * auxiliaryRowGroupVector ) ;
}
std : : vector < ValueType > * newX = auxiliaryRowGroupVector . get ( ) ;
std : : vector < ValueType > * currentX = & x ;
// Proceed with the iterations as long as the method did not converge or reach the maximum number of iterations.
uint64_t iterations = 0 ;
Status status = Status : : InProgress ;
while ( status = = Status : : InProgress ) {
// Compute x' = A*x + b.
linEqSolverA - > multiply ( * currentX , & b , multiplyResult ) ;
// Reduce the vector x' by applying min/max for all non-deterministic choices.
storm : : utility : : vector : : reduceVectorMinOrMax ( dir , multiplyResult , * newX , this - > A . getRowGroupIndices ( ) ) ;
// Determine whether the method converged.
if ( storm : : utility : : vector : : equalModuloPrecision < ValueType > ( * currentX , * newX , this - > getSettings ( ) . getPrecision ( ) , this - > getSettings ( ) . getRelativeTerminationCriterion ( ) ) ) {
status = Status : : Converged ;
}
// Update environment variables.
std : : swap ( currentX , newX ) ;
+ + iterations ;
status = updateStatusIfNotConverged ( status , * currentX , iterations ) ;
}
reportStatus ( status , iterations ) ;
// If we performed an odd number of iterations, we need to swap the x and currentX, because the newest result
// is currently stored in currentX, but x is the output vector.
if ( currentX = = auxiliaryRowGroupVector . get ( ) ) {
std : : swap ( x , * currentX ) ;
}
// If requested, we store the scheduler for retrieval.
if ( this - > isTrackSchedulerSet ( ) ) {
// Due to a custom termination condition, it may be the case that no iterations are performed. In this
// case we need to compute x'= A*x+b once.
if ( iterations = = 0 ) {
linEqSolverA - > multiply ( x , & b , multiplyResult ) ;
}
std : : vector < storm : : storage : : sparse : : state_type > choices ( this - > A . getRowGroupCount ( ) ) ;
// Reduce the multiplyResult and keep track of the choices made
storm : : utility : : vector : : reduceVectorMinOrMax ( dir , multiplyResult , x , this - > A . getRowGroupIndices ( ) , & choices ) ;
this - > scheduler = std : : make_unique < storm : : storage : : TotalScheduler > ( std : : move ( choices ) ) ;
}
if ( ! this - > isCachingEnabled ( ) ) {
clearCache ( ) ;
}
if ( status = = Status : : Converged | | status = = Status : : TerminatedEarly ) {
return true ;
} else {
return false ;
}
*/
return ( status = = Status : : Converged | | status = = Status : : TerminatedEarly ) ;
}
template < typename ValueType >
@ -502,17 +286,13 @@ namespace storm {
}
template < typename ValueType >
void StandardGameSolver < ValueType > : : multiplyAndReduce ( OptimizationDirection player1Dir , OptimizationDirection player2Dir , std : : vector < ValueType > & x , std : : vector < ValueType > const * b , storm : : solver : : LinearEquationSolver < ValueType > & linEqSolver , std : : vector < ValueType > & multiplyResult , std : : vector < ValueType > & p2ReducedMultiplyResult , std : : vector < ValueType > & p1ReducedMultiplyResult , std : : vector < uint_fast64_t > * player1Choices , std : : vector < uint_fast64_t > * player2Choices ) const {
void StandardGameSolver < ValueType > : : multiplyAndReduce ( OptimizationDirection player1Dir , OptimizationDirection player2Dir , std : : vector < ValueType > & x , std : : vector < ValueType > const * b , storm : : solver : : LinearEquationSolver < ValueType > const & linEqSolver , std : : vector < ValueType > & multiplyResult , std : : vector < ValueType > & p2ReducedMultiplyResult , std : : vector < ValueType > & p1ReducedMultiplyResult ) const {
linEqSolver . multiply ( x , b , multiplyResult ) ;
storm : : utility : : vector : : reduceVectorMinOrMax ( player2Dir , multiplyResult , p2ReducedMultiplyResult , player2Matrix . getRowGroupIndices ( ) , player2Choices ) ;
storm : : utility : : vector : : reduceVectorMinOrMax ( player2Dir , multiplyResult , p2ReducedMultiplyResult , player2Matrix . getRowGroupIndices ( ) ) ;
uint_fast64_t pl1State = 0 ;
std : : vector < uint_fast64_t > : : iterator choiceIt ;
if ( player1Choices ) {
choiceIt = player1Choices - > begin ( ) ;
}
for ( auto & result : p1ReducedMultiplyResult ) {
storm : : storage : : SparseMatrix < storm : : storage : : sparse : : state_type > : : const_rows relevantRows = player1Matrix . getRowGroup ( pl1State ) ;
STORM_LOG_ASSERT ( relevantRows . getNumberOfEntries ( ) ! = 0 , " There is a choice of player 1 that does not lead to any player 2 choice " ) ;
@ -521,41 +301,104 @@ namespace storm {
// Set the first value.
result = p2ReducedMultiplyResult [ it - > getColumn ( ) ] ;
if ( player1Choices ) {
* choiceIt = 0 ;
}
uint_fast64_t localChoice = 1 ;
+ + it ;
// Now iterate through the different values and pick the extremal one.
if ( player1Dir = = OptimizationDirection : : Minimize ) {
for ( ; it ! = ite ; + + it , + + localChoice ) {
ValueType & val = p2ReducedMultiplyResult [ it - > getColumn ( ) ] ;
if ( val < result ) {
result = val ;
if ( player1Choices ) {
* choiceIt = localChoice ;
for ( ; it ! = ite ; + + it ) {
result = std : : min ( result , p2ReducedMultiplyResult [ it - > getColumn ( ) ] ) ;
}
} else {
for ( ; it ! = ite ; + + it ) {
result = std : : max ( result , p2ReducedMultiplyResult [ it - > getColumn ( ) ] ) ;
}
}
+ + pl1State ;
}
} else {
for ( ; it ! = ite ; + + it , + + localChoice ) {
ValueType & val = p2ReducedMultiplyResult [ it - > getColumn ( ) ] ;
if ( val > result ) {
result = val ;
if ( player1Choices ) {
* choiceIt = localChoice ;
}
template < typename ValueType >
bool StandardGameSolver < ValueType > : : extractChoices ( OptimizationDirection player1Dir , OptimizationDirection player2Dir , std : : vector < ValueType > const & x , std : : vector < ValueType > const & b , std : : vector < ValueType > & player2ChoiceValues , std : : vector < uint_fast64_t > & player1Choices , std : : vector < uint_fast64_t > & player2Choices ) const {
// get the choices of player 2 and the corresponding values.
bool schedulerImproved = false ;
auto currentValueIt = player2ChoiceValues . begin ( ) ;
for ( uint_fast64_t p2Group = 0 ; p2Group < this - > player2Matrix . getRowGroupCount ( ) ; + + p2Group ) {
uint_fast64_t firstRowInGroup = this - > player2Matrix . getRowGroupIndices ( ) [ p2Group ] ;
uint_fast64_t rowGroupSize = this - > player2Matrix . getRowGroupIndices ( ) [ p2Group + 1 ] - firstRowInGroup ;
// We need to check whether the scheduler improved. Therefore, we first have to evaluate the current choice
uint_fast64_t currentP2Choice = player2Choices [ p2Group ] ;
* currentValueIt = storm : : utility : : zero < ValueType > ( ) ;
for ( auto const & entry : this - > player2Matrix . getRow ( firstRowInGroup + currentP2Choice ) ) {
* currentValueIt + = entry . getValue ( ) * x [ entry . getColumn ( ) ] ;
}
* currentValueIt + = b [ firstRowInGroup + currentP2Choice ] ;
// now check the other choices
for ( uint_fast64_t p2Choice = 0 ; p2Choice < rowGroupSize ; + + p2Choice ) {
if ( p2Choice = = currentP2Choice ) {
continue ;
}
ValueType choiceValue = storm : : utility : : zero < ValueType > ( ) ;
for ( auto const & entry : this - > player2Matrix . getRow ( firstRowInGroup + p2Choice ) ) {
choiceValue + = entry . getValue ( ) * x [ entry . getColumn ( ) ] ;
}
choiceValue + = b [ firstRowInGroup + p2Choice ] ;
if ( valueImproved ( player2Dir , * currentValueIt , choiceValue ) ) {
schedulerImproved = true ;
player2Choices [ p2Group ] = p2Choice ;
* currentValueIt = std : : move ( choiceValue ) ;
}
}
+ + pl1State ;
if ( player1Choices ) {
+ + choiceIt ;
}
// Now extract the choices of player 1
for ( uint_fast64_t p1Group = 0 ; p1Group < this - > player1Matrix . getRowGroupCount ( ) ; + + p1Group ) {
uint_fast64_t firstRowInGroup = this - > player1Matrix . getRowGroupIndices ( ) [ p1Group ] ;
uint_fast64_t rowGroupSize = this - > player1Matrix . getRowGroupIndices ( ) [ p1Group + 1 ] - firstRowInGroup ;
uint_fast64_t currentChoice = player1Choices [ p1Group ] ;
ValueType currentValue = player2ChoiceValues [ this - > player1Matrix . getRow ( firstRowInGroup + currentChoice ) . begin ( ) - > getColumn ( ) ] ;
for ( uint_fast64_t p1Choice = 0 ; p1Choice < rowGroupSize ; + + p1Choice ) {
// If the choice is the currently selected one, we can skip it.
if ( p1Choice = = currentChoice ) {
continue ;
}
ValueType const & choiceValue = player2ChoiceValues [ this - > player1Matrix . getRow ( firstRowInGroup + p1Choice ) . begin ( ) - > getColumn ( ) ] ;
if ( valueImproved ( player1Dir , currentValue , choiceValue ) ) {
schedulerImproved = true ;
player1Choices [ p1Group ] = p1Choice ;
currentValue = choiceValue ;
}
}
}
return schedulerImproved ;
}
template < typename ValueType >
void StandardGameSolver < ValueType > : : getInducedMatrixVector ( std : : vector < ValueType > & x , std : : vector < ValueType > const & b , std : : vector < uint_fast64_t > const & player1Choices , std : : vector < uint_fast64_t > const & player2Choices , storm : : storage : : SparseMatrix < ValueType > & inducedMatrix , std : : vector < ValueType > & inducedVector ) const {
//Get the rows of the player2matrix that are selected by the schedulers
//Note that rows can be selected more then once and in an arbitrary order.
std : : vector < storm : : storage : : sparse : : state_type > selectedRows ;
selectedRows . reserve ( player1Matrix . getRowGroupCount ( ) ) ;
uint_fast64_t pl1State = 0 ;
for ( auto const & pl1Choice : player1Choices ) {
auto const & pl1Row = player1Matrix . getRow ( pl1State , pl1Choice ) ;
STORM_LOG_ASSERT ( pl1Row . getNumberOfEntries ( ) = = 1 , " It is assumed that rows of player one have one entry, but this is not the case. " ) ;
uint_fast64_t const & pl2State = pl1Row . begin ( ) - > getColumn ( ) ;
selectedRows . push_back ( player2Matrix . getRowGroupIndices ( ) [ pl2State ] + player2Choices [ pl2State ] ) ;
+ + pl1State ;
}
//Get the matrix and the vector induced by this selection. Note that we add entries at the diagonal
inducedMatrix = player2Matrix . selectRowsFromRowIndexSequence ( selectedRows , true ) ;
inducedVector . resize ( inducedMatrix . getRowCount ( ) ) ;
storm : : utility : : vector : : selectVectorValues < ValueType > ( inducedVector , selectedRows , b ) ;
}
template < typename ValueType >
typename StandardGameSolver < ValueType > : : Status StandardGameSolver < ValueType > : : updateStatusIfNotConverged ( Status status , std : : vector < ValueType > const & x , uint64_t iterations ) const {