@ -4,9 +4,16 @@
namespace storm {
namespace storm {
namespace simulator {
namespace simulator {
template < typename ValueType , typename RewardModelType >
template < typename ValueType , typename RewardModelType >
DiscreteTimeSparseModelSimulator < ValueType , RewardModelType > : : DiscreteTimeSparseModelSimulator ( storm : : models : : sparse : : Model < ValueType , RewardModelType > const & model ) : currentState ( * model . getInitialStates ( ) . begin ( ) ) , model ( model ) {
DiscreteTimeSparseModelSimulator < ValueType , RewardModelType > : : DiscreteTimeSparseModelSimulator ( storm : : models : : sparse : : Model < ValueType , RewardModelType > const & model ) : model ( model ) , currentState ( * model . getInitialStates ( ) . begin ( ) ) , zeroRewards ( model . getNumberOfRewardModels ( ) , storm : : utility : : zero < ValueType > ( ) ) {
STORM_LOG_WARN_COND ( model . getInitialStates ( ) . getNumberOfSetBits ( ) = = 1 , " The model has multiple initial states. This simulator assumes it starts from the initial state with the lowest index. " ) ;
STORM_LOG_WARN_COND ( model . getInitialStates ( ) . getNumberOfSetBits ( ) = = 1 , " The model has multiple initial states. This simulator assumes it starts from the initial state with the lowest index. " ) ;
lastRewards = zeroRewards ;
uint64_t i = 0 ;
for ( auto const & rewModPair : model . getRewardModels ( ) ) {
if ( rewModPair . second . hasStateRewards ( ) ) {
lastRewards [ i ] + = rewModPair . second . getStateReward ( currentState ) ;
}
+ + i ;
}
}
}
template < typename ValueType , typename RewardModelType >
template < typename ValueType , typename RewardModelType >
@ -18,19 +25,34 @@ namespace storm {
bool DiscreteTimeSparseModelSimulator < ValueType , RewardModelType > : : step ( uint64_t action ) {
bool DiscreteTimeSparseModelSimulator < ValueType , RewardModelType > : : step ( uint64_t action ) {
// TODO lots of optimization potential.
// TODO lots of optimization potential.
// E.g., do not sample random numbers if there is only a single transition
// E.g., do not sample random numbers if there is only a single transition
lastRewards = zeroRewards ;
ValueType probability = generator . random ( ) ;
ValueType probability = generator . random ( ) ;
STORM_LOG_ASSERT ( action < model . getTransitionMatrix ( ) . getRowGroupSize ( currentState ) , " Action index higher than number of actions " ) ;
STORM_LOG_ASSERT ( action < model . getTransitionMatrix ( ) . getRowGroupSize ( currentState ) , " Action index higher than number of actions " ) ;
uint64_t row = model . getTransitionMatrix ( ) . getRowGroupIndices ( ) [ currentState ] + action ;
uint64_t row = model . getTransitionMatrix ( ) . getRowGroupIndices ( ) [ currentState ] + action ;
uint64_t i = 0 ;
for ( auto const & rewModPair : model . getRewardModels ( ) ) {
if ( rewModPair . second . hasStateActionRewards ( ) ) {
lastRewards [ i ] + = rewModPair . second . getStateActionReward ( row ) ;
}
+ + i ;
}
ValueType sum = storm : : utility : : zero < ValueType > ( ) ;
ValueType sum = storm : : utility : : zero < ValueType > ( ) ;
for ( auto const & entry : model . getTransitionMatrix ( ) . getRow ( row ) ) {
for ( auto const & entry : model . getTransitionMatrix ( ) . getRow ( row ) ) {
sum + = entry . getValue ( ) ;
sum + = entry . getValue ( ) ;
if ( sum > = probability ) {
if ( sum > = probability ) {
currentState = entry . getColumn ( ) ;
currentState = entry . getColumn ( ) ;
i = 0 ;
for ( auto const & rewModPair : model . getRewardModels ( ) ) {
if ( rewModPair . second . hasStateRewards ( ) ) {
lastRewards [ i ] + = rewModPair . second . getStateReward ( currentState ) ;
}
+ + i ;
}
return true ;
return true ;
}
}
}
}
// This position should never be reached
return false ;
return false ;
STORM_LOG_ASSERT ( false , " This position should never be reached " ) ;
}
}
template < typename ValueType , typename RewardModelType >
template < typename ValueType , typename RewardModelType >
@ -41,9 +63,21 @@ namespace storm {
template < typename ValueType , typename RewardModelType >
template < typename ValueType , typename RewardModelType >
bool DiscreteTimeSparseModelSimulator < ValueType , RewardModelType > : : resetToInitial ( ) {
bool DiscreteTimeSparseModelSimulator < ValueType , RewardModelType > : : resetToInitial ( ) {
currentState = * model . getInitialStates ( ) . begin ( ) ;
currentState = * model . getInitialStates ( ) . begin ( ) ;
lastRewards = zeroRewards ;
uint64_t i = 0 ;
for ( auto const & rewModPair : model . getRewardModels ( ) ) {
if ( rewModPair . second . hasStateRewards ( ) ) {
lastRewards [ i ] + = rewModPair . second . getStateReward ( currentState ) ;
}
+ + i ;
}
return true ;
return true ;
}
}
template < typename ValueType , typename RewardModelType >
std : : vector < ValueType > const & DiscreteTimeSparseModelSimulator < ValueType , RewardModelType > : : getLastRewards ( ) const {
return lastRewards ;
}
template class DiscreteTimeSparseModelSimulator < double > ;
template class DiscreteTimeSparseModelSimulator < double > ;
}
}