#include "storm/abstraction/prism/PrismMenuGameAbstractor.h" #include "storm/abstraction/BottomStateResult.h" #include "storm/abstraction/GameBddResult.h" #include "storm/storage/BitVector.h" #include "storm/storage/prism/Program.h" #include "storm/storage/dd/DdManager.h" #include "storm/storage/dd/Add.h" #include "storm/models/symbolic/StandardRewardModel.h" #include "storm/utility/dd.h" #include "storm/utility/macros.h" #include "storm/utility/solver.h" #include "storm/exceptions/WrongFormatException.h" #include "storm/exceptions/InvalidArgumentException.h" #include "storm-config.h" #include "storm/adapters/CarlAdapter.h" namespace storm { namespace abstraction { namespace prism { #undef LOCAL_DEBUG template PrismMenuGameAbstractor::PrismMenuGameAbstractor(storm::prism::Program const& program, std::shared_ptr const& smtSolverFactory, bool addAllGuards) : program(program), smtSolverFactory(smtSolverFactory), abstractionInformation(program.getManager()), modules(), initialStateAbstractor(abstractionInformation, program.getAllExpressionVariables(), {program.getInitialStatesExpression()}, this->smtSolverFactory), addedAllGuards(addAllGuards), currentGame(nullptr), refinementPerformed(false) { // For now, we assume that there is a single module. If the program has more than one module, it needs // to be flattened before the procedure. STORM_LOG_THROW(program.getNumberOfModules() == 1, storm::exceptions::WrongFormatException, "Cannot create abstract program from program containing too many modules."); // Add all variables and range expressions to the information object. for (auto const& variable : this->program.get().getAllExpressionVariables()) { abstractionInformation.addExpressionVariable(variable); } for (auto const& range : this->program.get().getAllRangeExpressions()) { abstractionInformation.addConstraint(range); initialStateAbstractor.constrain(range); } uint_fast64_t totalNumberOfCommands = 0; uint_fast64_t maximalUpdateCount = 0; std::vector allGuards; for (auto const& module : program.getModules()) { // If we were requested to add all guards to the set of predicates, we do so now. for (auto const& command : module.getCommands()) { if (addAllGuards) { allGuards.push_back(command.getGuardExpression()); } maximalUpdateCount = std::max(maximalUpdateCount, static_cast(command.getNumberOfUpdates())); } totalNumberOfCommands += module.getNumberOfCommands(); } // NOTE: currently we assume that 100 player 2 variables suffice, which corresponds to 2^100 possible // choices. If for some reason this should not be enough, we could grow this vector dynamically, but // odds are that it's impossible to treat such models in any event. abstractionInformation.createEncodingVariables(static_cast(std::ceil(std::log2(totalNumberOfCommands))), 100, static_cast(std::ceil(std::log2(maximalUpdateCount)))); // For each module of the concrete program, we create an abstract counterpart. for (auto const& module : program.getModules()) { this->modules.emplace_back(module, abstractionInformation, this->smtSolverFactory, addAllGuards); } // Retrieve the command-update probability ADD, so we can multiply it with the abstraction BDD later. commandUpdateProbabilitiesAdd = modules.front().getCommandUpdateProbabilitiesAdd(); // Now that we have created all other DD variables, we create the DD variables for the predicates. std::vector initialPredicates; if (addAllGuards) { for (auto const& guard : allGuards) { initialPredicates.push_back(guard); } } // Finally, refine using the all predicates and build game as a by-product. this->refine(initialPredicates); } template void PrismMenuGameAbstractor::refine(std::vector const& predicates) { // Add the predicates to the global list of predicates and gather their indices. std::vector newPredicateIndices; for (auto const& predicate : predicates) { STORM_LOG_THROW(predicate.hasBooleanType(), storm::exceptions::InvalidArgumentException, "Expecting a predicate of type bool."); newPredicateIndices.push_back(abstractionInformation.addPredicate(predicate)); } // Refine all abstract modules. for (auto& module : modules) { module.refine(newPredicateIndices); } // Refine initial state abstractor. initialStateAbstractor.refine(newPredicateIndices); // Update the flag that stores whether a refinement was performed. refinementPerformed = refinementPerformed || !newPredicateIndices.empty(); } template MenuGame PrismMenuGameAbstractor::abstract() { if (refinementPerformed) { currentGame = buildGame(); refinementPerformed = true; } return *currentGame; } template AbstractionInformation const& PrismMenuGameAbstractor::getAbstractionInformation() const { return abstractionInformation; } template storm::expressions::Expression const& PrismMenuGameAbstractor::getGuard(uint64_t player1Choice) const { return modules.front().getGuard(player1Choice); } template std::map PrismMenuGameAbstractor::getVariableUpdates(uint64_t player1Choice, uint64_t auxiliaryChoice) const { return modules.front().getVariableUpdates(player1Choice, auxiliaryChoice); } template storm::dd::Bdd PrismMenuGameAbstractor::getStates(storm::expressions::Expression const& predicate) { STORM_LOG_ASSERT(currentGame != nullptr, "Game was not properly created."); return abstractionInformation.getPredicateSourceVariable(predicate); } template std::unique_ptr> PrismMenuGameAbstractor::buildGame() { // As long as there is only one module, we only build its game representation. GameBddResult game = modules.front().abstract(); // Construct a set of all unnecessary variables, so we can abstract from it. std::set variablesToAbstract(abstractionInformation.getPlayer1VariableSet(abstractionInformation.getPlayer1VariableCount())); auto player2Variables = abstractionInformation.getPlayer2VariableSet(game.numberOfPlayer2Variables); variablesToAbstract.insert(player2Variables.begin(), player2Variables.end()); auto auxVariables = abstractionInformation.getAuxVariableSet(0, abstractionInformation.getAuxVariableCount()); variablesToAbstract.insert(auxVariables.begin(), auxVariables.end()); // Do a reachability analysis on the raw transition relation. storm::dd::Bdd transitionRelation = game.bdd.existsAbstract(variablesToAbstract); storm::dd::Bdd initialStates = initialStateAbstractor.getAbstractStates(); storm::dd::Bdd reachableStates = storm::utility::dd::computeReachableStates(initialStates, transitionRelation, abstractionInformation.getSourceVariables(), abstractionInformation.getSuccessorVariables()); // Find the deadlock states in the model. Note that this does not find the 'deadlocks' in bottom states, // as the bottom states are not contained in the reachable states. storm::dd::Bdd deadlockStates = transitionRelation.existsAbstract(abstractionInformation.getSuccessorVariables()); deadlockStates = reachableStates && !deadlockStates; // If there are deadlock states, we fix them now. storm::dd::Add deadlockTransitions = abstractionInformation.getDdManager().template getAddZero(); if (!deadlockStates.isZero()) { deadlockTransitions = (deadlockStates && abstractionInformation.getAllPredicateIdentities() && abstractionInformation.encodePlayer1Choice(0, abstractionInformation.getPlayer1VariableCount()) && abstractionInformation.encodePlayer2Choice(0, game.numberOfPlayer2Variables) && abstractionInformation.encodeAux(0, 0, abstractionInformation.getAuxVariableCount())).template toAdd(); } // Compute bottom states and the appropriate transitions if necessary. BottomStateResult bottomStateResult(abstractionInformation.getDdManager().getBddZero(), abstractionInformation.getDdManager().getBddZero()); bool hasBottomStates = false; if (!addedAllGuards) { bottomStateResult = modules.front().getBottomStateTransitions(reachableStates, game.numberOfPlayer2Variables); hasBottomStates = !bottomStateResult.states.isZero(); } // Construct the transition matrix by cutting away the transitions of unreachable states. storm::dd::Add transitionMatrix = (game.bdd && reachableStates).template toAdd(); transitionMatrix *= commandUpdateProbabilitiesAdd; transitionMatrix += deadlockTransitions; // Extend the current game information with the 'non-bottom' tag before potentially adding bottom state transitions. transitionMatrix *= (abstractionInformation.getBottomStateBdd(true, true) && abstractionInformation.getBottomStateBdd(false, true)).template toAdd(); reachableStates &= abstractionInformation.getBottomStateBdd(true, true); initialStates &= abstractionInformation.getBottomStateBdd(true, true); // If there are bottom transitions, exnted the transition matrix and reachable states now. if (hasBottomStates) { transitionMatrix += bottomStateResult.transitions.template toAdd(); reachableStates |= bottomStateResult.states; } std::set usedPlayer2Variables(abstractionInformation.getPlayer2Variables().begin(), abstractionInformation.getPlayer2Variables().begin() + game.numberOfPlayer2Variables); std::set allNondeterminismVariables = usedPlayer2Variables; allNondeterminismVariables.insert(abstractionInformation.getPlayer1Variables().begin(), abstractionInformation.getPlayer1Variables().end()); std::set allSourceVariables(abstractionInformation.getSourceVariables()); allSourceVariables.insert(abstractionInformation.getBottomStateVariable(true)); std::set allSuccessorVariables(abstractionInformation.getSuccessorVariables()); allSuccessorVariables.insert(abstractionInformation.getBottomStateVariable(false)); return std::make_unique>(abstractionInformation.getDdManagerAsSharedPointer(), reachableStates, initialStates, abstractionInformation.getDdManager().getBddZero(), transitionMatrix, bottomStateResult.states, allSourceVariables, allSuccessorVariables, abstractionInformation.getExtendedSourceSuccessorVariablePairs(), std::set(abstractionInformation.getPlayer1Variables().begin(), abstractionInformation.getPlayer1Variables().end()), usedPlayer2Variables, allNondeterminismVariables, auxVariables, abstractionInformation.getPredicateToBddMap()); } template void PrismMenuGameAbstractor::exportToDot(std::string const& filename, storm::dd::Bdd const& highlightStatesBdd, storm::dd::Bdd const& filter) const { std::ofstream out(filename); storm::dd::Add filteredTransitions = filter.template toAdd() * currentGame->getTransitionMatrix(); storm::dd::Bdd filteredTransitionsBdd = filteredTransitions.toBdd().existsAbstract(currentGame->getNondeterminismVariables()); storm::dd::Bdd filteredReachableStates = storm::utility::dd::computeReachableStates(currentGame->getInitialStates(), filteredTransitionsBdd, currentGame->getRowVariables(), currentGame->getColumnVariables()); filteredTransitions *= filteredReachableStates.template toAdd(); // Determine all initial states so we can color them blue. std::unordered_set initialStates; storm::dd::Add initialStatesAsAdd = currentGame->getInitialStates().template toAdd(); for (auto stateValue : initialStatesAsAdd) { std::stringstream stateName; for (auto const& var : currentGame->getRowVariables()) { if (stateValue.first.getBooleanValue(var)) { stateName << "1"; } else { stateName << "0"; } } initialStates.insert(stateName.str()); } // Determine all highlight states so we can color them red. std::unordered_set highlightStates; storm::dd::Add highlightStatesAdd = highlightStatesBdd.template toAdd(); for (auto stateValue : highlightStatesAdd) { std::stringstream stateName; for (auto const& var : currentGame->getRowVariables()) { if (stateValue.first.getBooleanValue(var)) { stateName << "1"; } else { stateName << "0"; } } highlightStates.insert(stateName.str()); } out << "digraph game {" << std::endl; // Create the player 1 nodes. storm::dd::Add statesAsAdd = filteredReachableStates.template toAdd(); for (auto stateValue : statesAsAdd) { out << "\tpl1_"; std::stringstream stateName; for (auto const& var : currentGame->getRowVariables()) { if (stateValue.first.getBooleanValue(var)) { stateName << "1"; } else { stateName << "0"; } } std::string stateNameAsString = stateName.str(); out << stateNameAsString; out << " [ label=\""; if (stateValue.first.getBooleanValue(abstractionInformation.getBottomStateVariable(true))) { out << "*\", margin=0, width=0, height=0, shape=\"none\""; } else { out << stateName.str() << "\", margin=0, width=0, height=0, shape=\"oval\""; } bool isInitial = initialStates.find(stateNameAsString) != initialStates.end(); bool isHighlight = highlightStates.find(stateNameAsString) != highlightStates.end(); if (isInitial && isHighlight) { out << ", style=\"filled\", fillcolor=\"yellow\""; } else if (isInitial) { out << ", style=\"filled\", fillcolor=\"blue\""; } else if (isHighlight) { out << ", style=\"filled\", fillcolor=\"red\""; } out << " ];" << std::endl; } // Create the nodes of the second player. storm::dd::Add player2States = filteredTransitions.toBdd().existsAbstract(currentGame->getColumnVariables()).existsAbstract(currentGame->getPlayer2Variables()).template toAdd(); for (auto stateValue : player2States) { out << "\tpl2_"; std::stringstream stateName; for (auto const& var : currentGame->getRowVariables()) { if (stateValue.first.getBooleanValue(var)) { stateName << "1"; } else { stateName << "0"; } } uint_fast64_t index = abstractionInformation.decodePlayer1Choice(stateValue.first, abstractionInformation.getPlayer1VariableCount()); out << stateName.str() << "_" << index; out << " [ shape=\"square\", width=0, height=0, margin=0, label=\"" << index << "\" ];" << std::endl; out << "\tpl1_" << stateName.str() << " -> " << "pl2_" << stateName.str() << "_" << index << " [ label=\"" << index << "\" ];" << std::endl; } // Create the nodes of the probabilistic player. storm::dd::Add playerPStates = filteredTransitions.toBdd().existsAbstract(currentGame->getColumnVariables()).template toAdd(); for (auto stateValue : playerPStates) { out << "\tplp_"; std::stringstream stateName; for (auto const& var : currentGame->getRowVariables()) { if (stateValue.first.getBooleanValue(var)) { stateName << "1"; } else { stateName << "0"; } } uint_fast64_t index = abstractionInformation.decodePlayer1Choice(stateValue.first, abstractionInformation.getPlayer1VariableCount()); stateName << "_" << index; index = abstractionInformation.decodePlayer2Choice(stateValue.first, currentGame->getPlayer2Variables().size()); out << stateName.str() << "_" << index; out << " [ shape=\"point\", label=\"\" ];" << std::endl; out << "\tpl2_" << stateName.str() << " -> " << "plp_" << stateName.str() << "_" << index << " [ label=\"" << index << "\" ];" << std::endl; } for (auto stateValue : filteredTransitions) { std::stringstream sourceStateName; std::stringstream successorStateName; for (auto const& var : currentGame->getRowVariables()) { if (stateValue.first.getBooleanValue(var)) { sourceStateName << "1"; } else { sourceStateName << "0"; } } for (auto const& var : currentGame->getColumnVariables()) { if (stateValue.first.getBooleanValue(var)) { successorStateName << "1"; } else { successorStateName << "0"; } } uint_fast64_t pl1Index = abstractionInformation.decodePlayer1Choice(stateValue.first, abstractionInformation.getPlayer1VariableCount()); uint_fast64_t pl2Index = abstractionInformation.decodePlayer2Choice(stateValue.first, currentGame->getPlayer2Variables().size()); out << "\tplp_" << sourceStateName.str() << "_" << pl1Index << "_" << pl2Index << " -> pl1_" << successorStateName.str() << " [ label=\"" << stateValue.second << "\"];" << std::endl; } out << "}" << std::endl; } // Explicitly instantiate the class. template class PrismMenuGameAbstractor; template class PrismMenuGameAbstractor; #ifdef STORM_HAVE_CARL template class PrismMenuGameAbstractor; #endif } } }