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topo sort: add first states

tempestpy_adaptions
Sebastian Junges 6 years ago
parent
commit
fef4b694d4
  1. 101
      src/storm/utility/graph.cpp
  2. 2
      src/storm/utility/graph.h

101
src/storm/utility/graph.cpp

@ -1555,8 +1555,55 @@ namespace storm {
return SymbolicGameProb01Result<Type>(maybePlayer1States, maybePlayer2States, player1StrategyBdd, player2StrategyBdd); return SymbolicGameProb01Result<Type>(maybePlayer1States, maybePlayer2States, player1StrategyBdd, player2StrategyBdd);
} }
template<typename T>
void topologicalSortHelper(storm::storage::SparseMatrix<T> const& matrix, uint64_t state, std::vector<uint_fast64_t>& topologicalSort, std::vector<uint_fast64_t>& recursionStack, std::vector<typename storm::storage::SparseMatrix<T>::const_iterator>& iteratorRecursionStack, storm::storage::BitVector& visitedStates) {
if (!visitedStates.get(state)) {
recursionStack.push_back(state);
iteratorRecursionStack.push_back(matrix.begin(state));
recursionStepForward:
while (!recursionStack.empty()) {
uint_fast64_t currentState = recursionStack.back();
typename storm::storage::SparseMatrix<T>::const_iterator successorIterator = iteratorRecursionStack.back();
visitedStates.set(currentState, true);
recursionStepBackward:
for (; successorIterator != matrix.end(currentState); ++successorIterator) {
if (!visitedStates.get(successorIterator->getColumn())) {
// Put unvisited successor on top of our recursion stack and remember that.
recursionStack.push_back(successorIterator->getColumn());
// Also, put initial value for iterator on corresponding recursion stack.
iteratorRecursionStack.push_back(matrix.begin(successorIterator->getColumn()));
goto recursionStepForward;
}
}
topologicalSort.push_back(currentState);
// If we reach this point, we have completed the recursive descent for the current state.
// That is, we need to pop it from the recursion stacks.
recursionStack.pop_back();
iteratorRecursionStack.pop_back();
// If there is at least one state under the current one in our recursion stack, we need
// to restore the topmost state as the current state and jump to the part after the
// original recursive call.
if (recursionStack.size() > 0) {
currentState = recursionStack.back();
successorIterator = iteratorRecursionStack.back();
goto recursionStepBackward;
}
}
}
}
template <typename T> template <typename T>
std::vector<uint_fast64_t> getTopologicalSort(storm::storage::SparseMatrix<T> const& matrix) {
std::vector<uint_fast64_t> getTopologicalSort(storm::storage::SparseMatrix<T> const& matrix, std::vector<uint64_t> const& firstStates) {
if (matrix.getRowCount() != matrix.getColumnCount()) { if (matrix.getRowCount() != matrix.getColumnCount()) {
STORM_LOG_ERROR("Provided matrix is required to be square."); STORM_LOG_ERROR("Provided matrix is required to be square.");
throw storm::exceptions::InvalidArgumentException() << "Provided matrix is required to be square."; throw storm::exceptions::InvalidArgumentException() << "Provided matrix is required to be square.";
@ -1576,49 +1623,11 @@ namespace storm {
// Perform a depth-first search over the given transitions and record states in the reverse order they were visited. // Perform a depth-first search over the given transitions and record states in the reverse order they were visited.
storm::storage::BitVector visitedStates(numberOfStates); storm::storage::BitVector visitedStates(numberOfStates);
for (auto const state : firstStates ) {
topologicalSortHelper<T>(matrix, state, topologicalSort, recursionStack, iteratorRecursionStack, visitedStates);
}
for (uint_fast64_t state = 0; state < numberOfStates; ++state) { for (uint_fast64_t state = 0; state < numberOfStates; ++state) {
if (!visitedStates.get(state)) {
recursionStack.push_back(state);
iteratorRecursionStack.push_back(matrix.begin(state));
recursionStepForward:
while (!recursionStack.empty()) {
uint_fast64_t currentState = recursionStack.back();
typename storm::storage::SparseMatrix<T>::const_iterator successorIterator = iteratorRecursionStack.back();
visitedStates.set(currentState, true);
recursionStepBackward:
for (; successorIterator != matrix.end(currentState); ++successorIterator) {
if (!visitedStates.get(successorIterator->getColumn())) {
// Put unvisited successor on top of our recursion stack and remember that.
recursionStack.push_back(successorIterator->getColumn());
// Also, put initial value for iterator on corresponding recursion stack.
iteratorRecursionStack.push_back(matrix.begin(successorIterator->getColumn()));
goto recursionStepForward;
}
}
topologicalSort.push_back(currentState);
// If we reach this point, we have completed the recursive descent for the current state.
// That is, we need to pop it from the recursion stacks.
recursionStack.pop_back();
iteratorRecursionStack.pop_back();
// If there is at least one state under the current one in our recursion stack, we need
// to restore the topmost state as the current state and jump to the part after the
// original recursive call.
if (recursionStack.size() > 0) {
currentState = recursionStack.back();
successorIterator = iteratorRecursionStack.back();
goto recursionStepBackward;
}
}
}
topologicalSortHelper<T>(matrix, state, topologicalSort, recursionStack, iteratorRecursionStack, visitedStates);
} }
return topologicalSort; return topologicalSort;
@ -1696,7 +1705,7 @@ namespace storm {
template ExplicitGameProb01Result performProb1(storm::storage::SparseMatrix<double> const& transitionMatrix, std::vector<uint64_t> const& player1RowGrouping, storm::storage::SparseMatrix<double> const& player1BackwardTransitions, std::vector<uint64_t> const& player2BackwardTransitions, storm::storage::BitVector const& phiStates, storm::storage::BitVector const& psiStates, storm::OptimizationDirection const& player1Direction, storm::OptimizationDirection const& player2Direction, storm::abstraction::ExplicitGameStrategyPair* strategyPair, boost::optional<storm::storage::BitVector> const& player1Candidates); template ExplicitGameProb01Result performProb1(storm::storage::SparseMatrix<double> const& transitionMatrix, std::vector<uint64_t> const& player1RowGrouping, storm::storage::SparseMatrix<double> const& player1BackwardTransitions, std::vector<uint64_t> const& player2BackwardTransitions, storm::storage::BitVector const& phiStates, storm::storage::BitVector const& psiStates, storm::OptimizationDirection const& player1Direction, storm::OptimizationDirection const& player2Direction, storm::abstraction::ExplicitGameStrategyPair* strategyPair, boost::optional<storm::storage::BitVector> const& player1Candidates);
template std::vector<uint_fast64_t> getTopologicalSort(storm::storage::SparseMatrix<double> const& matrix) ;
template std::vector<uint_fast64_t> getTopologicalSort(storm::storage::SparseMatrix<double> const& matrix, std::vector<uint64_t> const& firstStates) ;
// Instantiations for storm::RationalNumber. // Instantiations for storm::RationalNumber.
#ifdef STORM_HAVE_CARL #ifdef STORM_HAVE_CARL
@ -1752,7 +1761,7 @@ namespace storm {
template ExplicitGameProb01Result performProb1(storm::storage::SparseMatrix<storm::RationalNumber> const& transitionMatrix, std::vector<uint64_t> const& player1RowGrouping, storm::storage::SparseMatrix<storm::RationalNumber> const& player1BackwardTransitions, std::vector<uint64_t> const& player2BackwardTransitions, storm::storage::BitVector const& phiStates, storm::storage::BitVector const& psiStates, storm::OptimizationDirection const& player1Direction, storm::OptimizationDirection const& player2Direction, storm::abstraction::ExplicitGameStrategyPair* strategyPair, boost::optional<storm::storage::BitVector> const& player1Candidates); template ExplicitGameProb01Result performProb1(storm::storage::SparseMatrix<storm::RationalNumber> const& transitionMatrix, std::vector<uint64_t> const& player1RowGrouping, storm::storage::SparseMatrix<storm::RationalNumber> const& player1BackwardTransitions, std::vector<uint64_t> const& player2BackwardTransitions, storm::storage::BitVector const& phiStates, storm::storage::BitVector const& psiStates, storm::OptimizationDirection const& player1Direction, storm::OptimizationDirection const& player2Direction, storm::abstraction::ExplicitGameStrategyPair* strategyPair, boost::optional<storm::storage::BitVector> const& player1Candidates);
template std::vector<uint_fast64_t> getTopologicalSort(storm::storage::SparseMatrix<storm::RationalNumber> const& matrix);
template std::vector<uint_fast64_t> getTopologicalSort(storm::storage::SparseMatrix<storm::RationalNumber> const& matrix, std::vector<uint64_t> const& firstStates);
// End of instantiations for storm::RationalNumber. // End of instantiations for storm::RationalNumber.
template storm::storage::BitVector getReachableStates(storm::storage::SparseMatrix<storm::RationalFunction> const& transitionMatrix, storm::storage::BitVector const& initialStates, storm::storage::BitVector const& constraintStates, storm::storage::BitVector const& targetStates, bool useStepBound, uint_fast64_t maximalSteps, boost::optional<storm::storage::BitVector> const& choiceFilter); template storm::storage::BitVector getReachableStates(storm::storage::SparseMatrix<storm::RationalFunction> const& transitionMatrix, storm::storage::BitVector const& initialStates, storm::storage::BitVector const& constraintStates, storm::storage::BitVector const& targetStates, bool useStepBound, uint_fast64_t maximalSteps, boost::optional<storm::storage::BitVector> const& choiceFilter);
@ -1804,7 +1813,7 @@ namespace storm {
template std::pair<storm::storage::BitVector, storm::storage::BitVector> performProb01Min(storm::models::sparse::NondeterministicModel<storm::RationalFunction> const& model, storm::storage::BitVector const& phiStates, storm::storage::BitVector const& psiStates); template std::pair<storm::storage::BitVector, storm::storage::BitVector> performProb01Min(storm::models::sparse::NondeterministicModel<storm::RationalFunction> const& model, storm::storage::BitVector const& phiStates, storm::storage::BitVector const& psiStates);
template std::vector<uint_fast64_t> getTopologicalSort(storm::storage::SparseMatrix<storm::RationalFunction> const& matrix);
template std::vector<uint_fast64_t> getTopologicalSort(storm::storage::SparseMatrix<storm::RationalFunction> const& matrix, std::vector<uint64_t> const& firstStates);
#endif #endif

2
src/storm/utility/graph.h

@ -683,7 +683,7 @@ namespace storm {
* @return A vector of indices that is a topological sort of the states. * @return A vector of indices that is a topological sort of the states.
*/ */
template <typename T> template <typename T>
std::vector<uint_fast64_t> getTopologicalSort(storm::storage::SparseMatrix<T> const& matrix) ;
std::vector<uint_fast64_t> getTopologicalSort(storm::storage::SparseMatrix<T> const& matrix, std::vector<uint64_t> const& firstStates = {}) ;
} // namespace graph } // namespace graph
} // namespace utility } // namespace utility

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