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194 lines
13 KiB
194 lines
13 KiB
#include "src/storage/prism/menu_games/AbstractProgram.h"
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#include "src/storage/prism/Program.h"
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#include "src/storage/dd/CuddDdManager.h"
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#include "src/storage/dd/CuddAdd.h"
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#include "src/models/symbolic/StandardRewardModel.h"
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#include "src/utility/macros.h"
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#include "src/utility/solver.h"
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#include "src/exceptions/WrongFormatException.h"
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#include "src/exceptions/InvalidArgumentException.h"
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namespace storm {
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namespace prism {
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namespace menu_games {
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template <storm::dd::DdType DdType, typename ValueType>
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AbstractProgram<DdType, ValueType>::AbstractProgram(storm::expressions::ExpressionManager& expressionManager, storm::prism::Program const& program, std::vector<storm::expressions::Expression> const& initialPredicates, std::unique_ptr<storm::utility::solver::SmtSolverFactory>&& smtSolverFactory, bool addAllGuards) : smtSolverFactory(std::move(smtSolverFactory)), ddInformation(std::make_shared<storm::dd::DdManager<DdType>>(), initialPredicates), expressionInformation(expressionManager, initialPredicates, program.getAllExpressionVariables(), program.getAllRangeExpressions()), modules(), program(program), initialStateAbstractor(expressionInformation, ddInformation, {program.getInitialConstruct().getInitialStatesExpression()}, *this->smtSolverFactory), addedAllGuards(addAllGuards), bottomStateAbstractor(expressionInformation, ddInformation, program.getAllGuards(true), *this->smtSolverFactory), currentGame(nullptr) {
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// For now, we assume that there is a single module. If the program has more than one module, it needs
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// to be flattened before the procedure.
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STORM_LOG_THROW(program.getNumberOfModules() == 1, storm::exceptions::WrongFormatException, "Cannot create abstract program from program containing too many modules.");
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uint_fast64_t totalNumberOfCommands = 0;
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uint_fast64_t maximalUpdateCount = 0;
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std::vector<storm::expressions::Expression> allGuards;
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for (auto const& module : program.getModules()) {
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// If we were requested to add all guards to the set of predicates, we do so now.
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for (auto const& command : module.getCommands()) {
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if (addAllGuards) {
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expressionInformation.predicates.push_back(command.getGuardExpression());
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}
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maximalUpdateCount = std::max(maximalUpdateCount, static_cast<uint_fast64_t>(command.getNumberOfUpdates()));
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}
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totalNumberOfCommands += module.getNumberOfCommands();
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}
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// Create DD variable for the command encoding.
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ddInformation.commandDdVariable = ddInformation.manager->addMetaVariable("command", 0, totalNumberOfCommands - 1, std::make_pair(storm::dd::MetaVariablePosition::Above, ddInformation.predicateDdVariables.front().first)).first;
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// Create DD variable for update encoding.
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ddInformation.updateDdVariable = ddInformation.manager->addMetaVariable("update", 0, maximalUpdateCount - 1, std::make_pair(storm::dd::MetaVariablePosition::Above, ddInformation.predicateDdVariables.front().first)).first;
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// Create DD variables encoding the nondeterministic choices of player 2.
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// NOTE: currently we assume that 100 variables suffice, which corresponds to 2^100 possible choices.
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// If for some reason this should not be enough, we could grow this vector dynamically, but odds are
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// that it's impossible to treat such models in any event.
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for (uint_fast64_t index = 0; index < 100; ++index) {
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storm::expressions::Variable newOptionVar = ddInformation.manager->addMetaVariable("opt" + std::to_string(index), std::make_pair(storm::dd::MetaVariablePosition::Above, ddInformation.predicateDdVariables.front().first)).first;
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ddInformation.optionDdVariables.push_back(std::make_pair(newOptionVar, ddInformation.manager->getIdentity(newOptionVar).toBdd()));
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}
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// For each module of the concrete program, we create an abstract counterpart.
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for (auto const& module : program.getModules()) {
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modules.emplace_back(module, expressionInformation, ddInformation, *this->smtSolverFactory);
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}
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// Finally, retrieve the command-update probability ADD, so we can multiply it with the abstraction BDD later.
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commandUpdateProbabilitiesAdd = modules.front().getCommandUpdateProbabilitiesAdd();
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// Finally, we build the game the first time.
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currentGame = buildGame();
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}
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template <storm::dd::DdType DdType, typename ValueType>
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void AbstractProgram<DdType, ValueType>::refine(std::vector<storm::expressions::Expression> const& predicates) {
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STORM_LOG_THROW(!predicates.empty(), storm::exceptions::InvalidArgumentException, "Cannot refine without predicates.");
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// Add the predicates to the global list of predicates.
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uint_fast64_t firstNewPredicateIndex = expressionInformation.predicates.size();
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expressionInformation.addPredicates(predicates);
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// Create DD variables and some auxiliary data structures for the new predicates.
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for (auto const& predicate : predicates) {
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STORM_LOG_THROW(predicate.hasBooleanType(), storm::exceptions::InvalidArgumentException, "Expecting a predicate of type bool.");
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ddInformation.addPredicate(predicate);
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}
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// Create a list of indices of the predicates, so we can refine the abstract modules and the state set abstractors.
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std::vector<uint_fast64_t> newPredicateIndices;
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for (uint_fast64_t index = firstNewPredicateIndex; index < expressionInformation.predicates.size(); ++index) {
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newPredicateIndices.push_back(index);
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}
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// Refine all abstract modules.
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for (auto& module : modules) {
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module.refine(newPredicateIndices);
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}
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// Refine initial state abstractor.
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initialStateAbstractor.refine(newPredicateIndices);
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// Refine bottom state abstractor.
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bottomStateAbstractor.refine(newPredicateIndices);
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// Finally, we rebuild the game..
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currentGame = buildGame();
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}
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template <storm::dd::DdType DdType, typename ValueType>
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MenuGame<DdType> AbstractProgram<DdType, ValueType>::getAbstractGame() {
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STORM_LOG_ASSERT(currentGame != nullptr, "Game was not properly created.");
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return *currentGame;
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}
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template <storm::dd::DdType DdType, typename ValueType>
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storm::dd::Bdd<DdType> AbstractProgram<DdType, ValueType>::getStates(storm::expressions::Expression const& predicate) {
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STORM_LOG_ASSERT(currentGame != nullptr, "Game was not properly created.");
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uint_fast64_t index = 0;
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for (auto const& knownPredicate : expressionInformation.predicates) {
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if (knownPredicate.areSame(predicate)) {
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return currentGame->getReachableStates() && ddInformation.predicateBdds[index].first;
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}
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++index;
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}
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STORM_LOG_THROW(false, storm::exceptions::InvalidArgumentException, "The given predicate is illegal, since it was neither used as an initial predicate nor used to refine the abstraction.");
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}
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template <storm::dd::DdType DdType, typename ValueType>
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std::unique_ptr<MenuGame<DdType>> AbstractProgram<DdType, ValueType>::buildGame() {
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// As long as there is only one module, we only build its game representation.
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std::pair<storm::dd::Bdd<DdType>, uint_fast64_t> gameBdd = modules.front().getAbstractBdd();
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// Construct a set of all unnecessary variables, so we can abstract from it.
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std::set<storm::expressions::Variable> variablesToAbstract = {ddInformation.commandDdVariable, ddInformation.updateDdVariable};
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for (uint_fast64_t index = 0; index < gameBdd.second; ++index) {
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variablesToAbstract.insert(ddInformation.optionDdVariables[index].first);
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}
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// Do a reachability analysis on the raw transition relation.
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storm::dd::Bdd<DdType> transitionRelation = gameBdd.first.existsAbstract(variablesToAbstract);
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storm::dd::Bdd<DdType> initialStates = initialStateAbstractor.getAbstractStates();
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storm::dd::Bdd<DdType> reachableStates = this->getReachableStates(initialStates, transitionRelation);
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// Determine the bottom states.
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storm::dd::Bdd<DdType> bottomStates;
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if (addedAllGuards) {
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bottomStates = ddInformation.manager->getBddZero();
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} else {
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bottomStateAbstractor.constrain(reachableStates);
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bottomStates = bottomStateAbstractor.getAbstractStates();
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}
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// Find the deadlock states in the model.
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storm::dd::Bdd<DdType> deadlockStates = transitionRelation.existsAbstract(ddInformation.successorVariables);
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deadlockStates = reachableStates && !deadlockStates;
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// If there are deadlock states, we fix them now.
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storm::dd::Add<DdType> deadlockTransitions = ddInformation.manager->getAddZero();
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if (!deadlockStates.isZero()) {
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deadlockTransitions = (deadlockStates && ddInformation.allPredicateIdentities && ddInformation.manager->getEncoding(ddInformation.commandDdVariable, 0) && ddInformation.manager->getEncoding(ddInformation.updateDdVariable, 0) && ddInformation.getMissingOptionVariableCube(0, gameBdd.second)).toAdd();
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}
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// Construct the transition matrix by cutting away the transitions of unreachable states.
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storm::dd::Add<DdType> transitionMatrix = (gameBdd.first && reachableStates).toAdd() * commandUpdateProbabilitiesAdd + deadlockTransitions;
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std::set<storm::expressions::Variable> usedPlayer2Variables;
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for (uint_fast64_t index = 0; index < gameBdd.second; ++index) {
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usedPlayer2Variables.insert(usedPlayer2Variables.end(), ddInformation.optionDdVariables[index].first);
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}
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std::set<storm::expressions::Variable> allNondeterminismVariables = usedPlayer2Variables;
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allNondeterminismVariables.insert(ddInformation.commandDdVariable);
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return std::unique_ptr<MenuGame<DdType>>(new MenuGame<DdType>(ddInformation.manager, reachableStates, initialStates, transitionMatrix, bottomStates, ddInformation.sourceVariables, ddInformation.successorVariables, ddInformation.predicateDdVariables, {ddInformation.commandDdVariable}, usedPlayer2Variables, allNondeterminismVariables, ddInformation.updateDdVariable, ddInformation.expressionToBddMap));
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}
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template <storm::dd::DdType DdType, typename ValueType>
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storm::dd::Bdd<DdType> AbstractProgram<DdType, ValueType>::getReachableStates(storm::dd::Bdd<DdType> const& initialStates, storm::dd::Bdd<DdType> const& transitionRelation) {
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storm::dd::Bdd<storm::dd::DdType::CUDD> frontier = initialStates;
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storm::dd::Bdd<storm::dd::DdType::CUDD> reachableStates = initialStates;
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uint_fast64_t reachabilityIteration = 0;
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while (!frontier.isZero()) {
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++reachabilityIteration;
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frontier = frontier.andExists(transitionRelation, ddInformation.sourceVariables);
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frontier = frontier.swapVariables(ddInformation.predicateDdVariables);
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frontier &= !reachableStates;
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reachableStates |= frontier;
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STORM_LOG_TRACE("Iteration " << reachabilityIteration << " of reachability analysis.");
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}
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return reachableStates;
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}
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// Explicitly instantiate the class.
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template class AbstractProgram<storm::dd::DdType::CUDD, double>;
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}
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}
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}
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