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#pragma once
#include "storm/storage/dd/DdType.h"
#include "storm/abstraction/MenuGameAbstractor.h"
#include "storm/abstraction/AbstractionInformation.h"
#include "storm/abstraction/MenuGame.h"
#include "storm/abstraction/RefinementCommand.h"
#include "storm/abstraction/prism/ModuleAbstractor.h"
#include "storm/storage/dd/Add.h"
#include "storm/storage/expressions/Expression.h"
namespace storm {
namespace utility {
namespace solver {
class SmtSolverFactory;
}
}
namespace models {
namespace symbolic {
template<storm::dd::DdType Type, typename ValueType>
class StochasticTwoPlayerGame;
}
}
namespace prism {
// Forward-declare concrete Program class.
class Program;
}
namespace abstraction {
namespace prism {
template <storm::dd::DdType DdType, typename ValueType>
class PrismMenuGameAbstractor : public MenuGameAbstractor<DdType, ValueType> {
public:
/*!
* Constructs an abstract program from the given program and the initial predicates.
*
* @param expressionManager The manager responsible for the expressions of the program.
* @param program The concrete program for which to build the abstraction.
* @param smtSolverFactory A factory that is to be used for creating new SMT solvers.
*/
PrismMenuGameAbstractor(storm::prism::Program const& program, std::shared_ptr<storm::utility::solver::SmtSolverFactory> const& smtSolverFactory = std::make_shared<storm::utility::solver::MathsatSmtSolverFactory>());
PrismMenuGameAbstractor(PrismMenuGameAbstractor const&) = default;
PrismMenuGameAbstractor& operator=(PrismMenuGameAbstractor const&) = default;
PrismMenuGameAbstractor(PrismMenuGameAbstractor&&) = default;
PrismMenuGameAbstractor& operator=(PrismMenuGameAbstractor&&) = default;
/*!
* Uses the current set of predicates to derive the abstract menu game in the form of an ADD.
*
* @return The abstract stochastic two player game.
*/
MenuGame<DdType, ValueType> abstract() override;
/*!
* Retrieves information about the abstraction.
*
* @return The abstraction information object.
*/
AbstractionInformation<DdType> const& getAbstractionInformation() const override;
/*!
* Retrieves the guard predicate of the given player 1 choice.
*
* @param player1Choice The choice for which to retrieve the guard.
* @return The guard of the player 1 choice.
*/
storm::expressions::Expression const& getGuard(uint64_t player1Choice) const override;
/*!
* Retrieves a mapping from variables to expressions that define their updates wrt. to the given player
* 1 choice and auxiliary choice.
*/
std::map<storm::expressions::Variable, storm::expressions::Expression> getVariableUpdates(uint64_t player1Choice, uint64_t auxiliaryChoice) const override;
/*!
* Retrieves the range of player 1 choices.
*/
std::pair<uint64_t, uint64_t> getPlayer1ChoiceRange() const override;
/*!
* Retrieves the set of states (represented by a BDD) satisfying the given predicate, assuming that it
* was either given as an initial predicate or used as a refining predicate later.
*
* @param predicate The predicate for which to retrieve the states.
* @return The BDD representing the set of states.
*/
storm::dd::Bdd<DdType> getStates(storm::expressions::Expression const& predicate);
/*!
* Performs the given refinement command.
*
* @param command The command to perform.
*/
virtual void refine(RefinementCommand const& command) override;
/*!
* Exports the current state of the abstraction in the dot format to the given file.
*
* @param filename The name of the file to which to write the dot output.
* @param highlightStates A BDD characterizing states that will be highlighted.
* @param filter A filter that is applied to select which part of the game to export.
*/
void exportToDot(std::string const& filename, storm::dd::Bdd<DdType> const& highlightStates, storm::dd::Bdd<DdType> const& filter) const override;
private:
/*!
* Builds the stochastic game representing the abstraction of the program.
*
* @return The stochastic game.
*/
std::unique_ptr<MenuGame<DdType, ValueType>> buildGame();
/*!
* Decodes the given choice over the auxiliary and successor variables to a mapping from update indices
* to bit vectors representing the successors under these updates.
*
* @param choice The choice to decode.
*/
std::map<uint_fast64_t, storm::storage::BitVector> decodeChoiceToUpdateSuccessorMapping(storm::dd::Bdd<DdType> const& choice) const;
// The concrete program this abstract program refers to.
std::reference_wrapper<storm::prism::Program const> program;
// A factory that can be used to create new SMT solvers.
std::shared_ptr<storm::utility::solver::SmtSolverFactory> smtSolverFactory;
// An object containing all information about the abstraction like predicates and the corresponding DDs.
AbstractionInformation<DdType> abstractionInformation;
// The abstract modules of the abstract program.
std::vector<ModuleAbstractor<DdType, ValueType>> modules;
// A state-set abstractor used to determine the initial states of the abstraction.
StateSetAbstractor<DdType, ValueType> initialStateAbstractor;
// A flag that stores whether all guards were added (which is relevant for determining the bottom states).
bool addedAllGuards;
// An ADD characterizing the probabilities of commands and their updates.
storm::dd::Add<DdType, ValueType> commandUpdateProbabilitiesAdd;
// The current game-based abstraction.
std::unique_ptr<MenuGame<DdType, ValueType>> currentGame;
// A flag storing whether a refinement was performed.
bool refinementPerformed;
};
}
}
}