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#ifndef STORM_STORAGE_PRISM_MENU_GAMES_ABSTRACTPROGRAM_H_
#define STORM_STORAGE_PRISM_MENU_GAMES_ABSTRACTPROGRAM_H_
#include "src/storage/dd/DdType.h"
#include "src/storage/prism/menu_games/AbstractionDdInformation.h"
#include "src/storage/prism/menu_games/AbstractionExpressionInformation.h"
#include "src/storage/prism/menu_games/StateSetAbstractor.h"
#include "src/storage/prism/menu_games/AbstractModule.h"
#include "src/storage/prism/menu_games/MenuGame.h"
#include "src/storage/expressions/Expression.h"
namespace storm {
namespace utility {
namespace solver {
class SmtSolverFactory;
}
}
namespace models {
namespace symbolic {
template<storm::dd::DdType Type>
class StochasticTwoPlayerGame;
}
}
namespace prism {
// Forward-declare concrete Program class.
class Program;
namespace menu_games {
template <storm::dd::DdType DdType, typename ValueType>
class AbstractProgram {
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 initialPredicates The initial set of predicates.
* @param smtSolverFactory A factory that is to be used for creating new SMT solvers.
* @param addAllGuards A flag that indicates whether all guards of the program should be added to the initial set of predicates.
*/
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 = std::unique_ptr<storm::utility::solver::SmtSolverFactory>(new storm::utility::solver::SmtSolverFactory()), bool addAllGuards = false);
/*!
* 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> getAbstractGame();
/*!
* 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);
/*!
* Refines the abstract module with the given predicates.
*
* @param predicates The new predicates.
*/
void refine(std::vector<storm::expressions::Expression> const& predicates);
private:
/*!
* Computes the reachable states of the transition relation.
*
* @param initialStates The BDD representing the initial states of the model.
* @param transitionRelation The BDD representing the transition relation that does only contain state
* and successor variables.
* @return The BDD representing the reachable states.
*/
storm::dd::Bdd<DdType> getReachableStates(storm::dd::Bdd<DdType> const& initialStates, storm::dd::Bdd<DdType> const& transitionRelation);
/*!
* Builds the stochastic game representing the abstraction of the program.
*
* @return The stochastic game.
*/
std::unique_ptr<MenuGame<DdType>> buildGame();
// A factory that can be used to create new SMT solvers.
std::unique_ptr<storm::utility::solver::SmtSolverFactory> smtSolverFactory;
// A struct containing all DD-related information like variables and managers.
AbstractionDdInformation<DdType, ValueType> ddInformation;
// A struct containing all expression-related information like variables, managers and the predicates.
AbstractionExpressionInformation expressionInformation;
// The abstract modules of the abstract program.
std::vector<AbstractModule<DdType, ValueType>> modules;
// The concrete program this abstract program refers to.
std::reference_wrapper<Program const> program;
// 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;
// A state-set abstractor used to determine the bottom states if not all guards were added.
StateSetAbstractor<DdType, ValueType> bottomStateAbstractor;
// An ADD characterizing the probabilities of commands and their updates.
storm::dd::Add<DdType> commandUpdateProbabilitiesAdd;
// The current game-based abstraction.
std::unique_ptr<MenuGame<DdType>> currentGame;
};
}
}
}
#endif /* STORM_STORAGE_PRISM_MENU_GAMES_ABSTRACTPROGRAM_H_ */