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@ -15,22 +15,22 @@ namespace storm { |
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template <typename ValueType> |
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template <typename ValueType> |
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GameViHelper<ValueType>::GameViHelper(storm::storage::SparseMatrix<ValueType> const& transitionMatrix, storm::storage::BitVector statesOfCoalition) : _transitionMatrix(transitionMatrix), _statesOfCoalition(statesOfCoalition) { |
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GameViHelper<ValueType>::GameViHelper(storm::storage::SparseMatrix<ValueType> const& transitionMatrix, storm::storage::BitVector statesOfCoalition) : _transitionMatrix(transitionMatrix), _statesOfCoalition(statesOfCoalition) { |
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// Intentionally left empty.
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} |
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} |
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template <typename ValueType> |
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template <typename ValueType> |
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void GameViHelper<ValueType>::prepareSolversAndMultipliers(const Environment& env) { |
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void GameViHelper<ValueType>::prepareSolversAndMultipliers(const Environment& env) { |
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_multiplier = storm::solver::MultiplierFactory<ValueType>().create(env, _transitionMatrix); |
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_multiplier = storm::solver::MultiplierFactory<ValueType>().create(env, _transitionMatrix); |
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_x1IsCurrent = false; |
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_x1IsCurrent = false; |
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} |
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} |
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template <typename ValueType> |
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template <typename ValueType> |
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void GameViHelper<ValueType>::performValueIteration(Environment const& env, std::vector<ValueType>& x, std::vector<ValueType> b, storm::solver::OptimizationDirection const dir) { |
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void GameViHelper<ValueType>::performValueIteration(Environment const& env, std::vector<ValueType>& x, std::vector<ValueType> b, storm::solver::OptimizationDirection const dir) { |
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prepareSolversAndMultipliers(env); |
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prepareSolversAndMultipliers(env); |
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// Get precision for convergence check.
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ValueType precision = storm::utility::convertNumber<ValueType>(env.solver().game().getPrecision()); |
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ValueType precision = storm::utility::convertNumber<ValueType>(env.solver().game().getPrecision()); |
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uint64_t maxIter = env.solver().game().getMaximalNumberOfIterations(); |
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uint64_t maxIter = env.solver().game().getMaximalNumberOfIterations(); |
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_b = b; |
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_b = b; |
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_x1.assign(_transitionMatrix.getRowGroupCount(), storm::utility::zero<ValueType>()); |
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_x1.assign(_transitionMatrix.getRowGroupCount(), storm::utility::zero<ValueType>()); |
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_x2 = _x1; |
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_x2 = _x1; |
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@ -113,6 +113,53 @@ namespace storm { |
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return true; |
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return true; |
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} |
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} |
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template <typename ValueType> |
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void GameViHelper<ValueType>::performValueIterationUpperBound(Environment const& env, std::vector<ValueType>& x, storm::solver::OptimizationDirection const dir, uint64_t upperBound, std::vector<ValueType>& constrainedChoiceValues) { |
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prepareSolversAndMultipliers(env); |
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_x = x; |
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if (this->isProduceSchedulerSet()) { |
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if (!this->_producedOptimalChoices.is_initialized()) { |
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this->_producedOptimalChoices.emplace(); |
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} |
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this->_producedOptimalChoices->resize(this->_transitionMatrix.getRowGroupCount()); |
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} |
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for (uint64_t iter = 0; iter < upperBound; iter++) { |
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if(iter == upperBound - 1) { |
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_multiplier->multiply(env, _x, nullptr, constrainedChoiceValues); |
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} |
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performIterationStepUpperBound(env, dir); |
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} |
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x = _x; |
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} |
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template <typename ValueType> |
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void GameViHelper<ValueType>::performIterationStepUpperBound(Environment const& env, storm::solver::OptimizationDirection const dir, std::vector<uint64_t>* choices) { |
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if (!_multiplier) { |
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prepareSolversAndMultipliers(env); |
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} |
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// multiplyandreducegaussseidel
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// Ax = x'
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if (choices == nullptr) { |
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_multiplier->multiplyAndReduce(env, dir, _x, nullptr, _x, nullptr, &_statesOfCoalition); |
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} else { |
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// Also keep track of the choices made.
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_multiplier->multiplyAndReduce(env, dir, _x, nullptr, _x, choices, &_statesOfCoalition); |
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} |
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} |
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template <typename ValueType> |
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void GameViHelper<ValueType>::fillResultVector(std::vector<ValueType>& result, storm::storage::BitVector relevantStates) { |
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std::vector<ValueType> filledVector = std::vector<ValueType>(relevantStates.size(), storm::utility::zero<ValueType>()); |
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uint bitIndex = 0; |
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for(uint i = 0; i < filledVector.size(); i++) { |
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if (relevantStates.get(i)) { |
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filledVector.at(i) = result.at(bitIndex); |
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bitIndex++; |
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} |
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} |
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result = filledVector; |
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} |
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template <typename ValueType> |
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template <typename ValueType> |
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void GameViHelper<ValueType>::fillResultVector(std::vector<ValueType>& result, storm::storage::BitVector relevantStates, storm::storage::BitVector psiStates) { |
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void GameViHelper<ValueType>::fillResultVector(std::vector<ValueType>& result, storm::storage::BitVector relevantStates, storm::storage::BitVector psiStates) { |
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std::vector<ValueType> filledVector = std::vector<ValueType>(relevantStates.size(), storm::utility::zero<ValueType>()); |
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std::vector<ValueType> filledVector = std::vector<ValueType>(relevantStates.size(), storm::utility::zero<ValueType>()); |
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