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#pragma once
#include <string>
#include <vector>
#include <set>
#include <boost/variant.hpp>
#include <boost/optional.hpp>
#include "storm/storage/expressions/Expression.h"
namespace storm {
namespace expressions {
class ExpressionManager;
}
namespace models {
namespace sparse {
class StateLabeling;
}
}
namespace logic {
class Formula;
}
namespace builder {
class LabelOrExpression {
public:
LabelOrExpression(storm::expressions::Expression const& expression);
LabelOrExpression(std::string const& label);
bool isLabel() const;
std::string const& getLabel() const;
bool isExpression() const;
storm::expressions::Expression const& getExpression() const;
private:
/// An optional label for the expression.
boost::variant<std::string, storm::expressions::Expression> labelOrExpression;
};
class BuilderOptions {
public:
/*!
* Creates an object representing the default options.
*/
BuilderOptions(bool buildAllRewardModels = false, bool buildAllLabels = false);
/*!
* Creates an object representing the suggested building options assuming that the given formula is the
* only one to check. Additional formulas may be preserved by calling <code>preserveFormula</code>.
*
* @param formula The formula based on which to choose the building options.
*/
BuilderOptions(storm::logic::Formula const& formula);
/*!
* Creates an object representing the suggested building options assuming that the given formulas are
* the only ones to check. Additional formulas may be preserved by calling <code>preserveFormula</code>.
*
* @param formula Thes formula based on which to choose the building options.
*/
BuilderOptions(std::vector<std::shared_ptr<storm::logic::Formula const>> const& formulas);
/*!
* Changes the options in a way that ensures that the given formula can be checked on the model once it
* has been built.
*
* @param formula The formula that is to be ''preserved''.
*/
void preserveFormula(storm::logic::Formula const& formula);
/*!
* Analyzes the given formula and sets an expression for the states states of the model that can be
* treated as terminal states. Note that this may interfere with checking properties different than the
* one provided.
*
* @param formula The formula used to (possibly) derive an expression for the terminal states of the
* model.
*/
void setTerminalStatesFromFormula(storm::logic::Formula const& formula);
/*!
* Which reward models are built
* @return
*/
std::vector<std::string> const& getRewardModelNames() const;
/*!
* Which labels are built
* @return
*/
std::set<std::string> const& getLabelNames() const;
/*!
* Which expression labels are built
* @return
*/
std::vector<storm::expressions::Expression> const& getExpressionLabels() const;
std::vector<std::pair<LabelOrExpression, bool>> const& getTerminalStates() const;
bool hasTerminalStates() const;
void clearTerminalStates();
bool isBuildChoiceLabelsSet() const;
bool isBuildStateValuationsSet() const;
bool isBuildChoiceOriginsSet() const;
bool isBuildAllRewardModelsSet() const;
bool isBuildAllLabelsSet() const;
bool isExplorationChecksSet() const;
bool isShowProgressSet() const;
bool isAddOutOfBoundsStateSet() const;
uint64_t getShowProgressDelay() const;
/**
* Should all reward models be built? If not set, only required reward models are build.
* @param newValue The new value (default true)
* @return this
*/
BuilderOptions& setBuildAllRewardModels(bool newValue = true);
/**
* Add an additional reward model to build
* @param newValue The name of the extra reward model
* @return this
*/
BuilderOptions& addRewardModel(std::string const& rewardModelName);
/**
* Should all reward models be built? If not set, only required reward models are build.
* @param newValue The new value (default true)
* @return this
*/
BuilderOptions& setBuildAllLabels(bool newValue = true);
BuilderOptions& addLabel(storm::expressions::Expression const& expression);
BuilderOptions& addLabel(std::string const& labelName);
BuilderOptions& addTerminalExpression(storm::expressions::Expression const& expression, bool value);
BuilderOptions& addTerminalLabel(std::string const& label, bool value);
/**
* Should the choice labels be built?
* @param newValue The new value (default true)
* @return this
*/
BuilderOptions& setBuildChoiceLabels(bool newValue = true);
/**
* Should the state valuation mapping be built?
* @param newValue The new value (default true)
* @return this
*/
BuilderOptions& setBuildStateValuations(bool newValue = true);
/**
* Should the origins the different choices be built?
* @param newValue The new value (default true)
* @return this
*/
BuilderOptions& setBuildChoiceOrigins(bool newValue = true);
/**
* Should extra checks be performed during exploration
* @param newValue The new value (default true)
* @return this
*/
BuilderOptions& setExplorationChecks(bool newValue = true);
/**
* Should a state for out of bounds be constructed
* @param newValue The new value (default true)
* @return this
*/
BuilderOptions& setAddOutOfBoundsState(bool newValue = true);
private:
/// A flag that indicates whether all reward models are to be built. In this case, the reward model names are
/// to be ignored.
bool buildAllRewardModels;
/// The names of the reward models to generate.
std::vector<std::string> rewardModelNames;
/// A flag that indicates whether all labels are to be built. In this case, the label names are to be ignored.
bool buildAllLabels;
/// A set of labels to build.
std::set<std::string> labelNames;
/// The expression that are to be used for creating the state labeling.
std::vector<storm::expressions::Expression> expressionLabels;
/// If one of these labels/expressions evaluates to the given bool, the builder can abort the exploration.
std::vector<std::pair<LabelOrExpression, bool>> terminalStates;
/// A flag indicating whether or not to build choice labels.
bool buildChoiceLabels;
/// A flag indicating whether or not to build for each state the variable valuation from which it originates.
bool buildStateValuations;
// A flag that indicates whether or not to generate the information from which parts of the model specification
// each choice originates.
bool buildChoiceOrigins;
/// A flag that stores whether exploration checks are to be performed.
bool explorationChecks;
/// A flag indicating that the an additional state for out of bounds should be created.
bool addOutOfBoundsState;
/// A flag that stores whether the progress of exploration is to be printed.
bool showProgress;
/// The delay for printing progress information.
uint64_t showProgressDelay;
};
}
}