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219 lines
15 KiB
219 lines
15 KiB
#include "storm/abstraction/prism/PrismMenuGameAbstractor.h"
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#include "storm/abstraction/BottomStateResult.h"
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#include "storm/abstraction/GameBddResult.h"
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#include "storm/abstraction/ExpressionTranslator.h"
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#include "storm/storage/BitVector.h"
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#include "storm/storage/prism/Program.h"
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#include "storm/storage/dd/DdManager.h"
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#include "storm/storage/dd/Add.h"
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#include "storm/models/symbolic/StandardRewardModel.h"
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#include "storm/settings/SettingsManager.h"
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#include "storm/utility/dd.h"
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#include "storm/utility/macros.h"
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#include "storm/utility/solver.h"
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#include "storm/exceptions/WrongFormatException.h"
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#include "storm/exceptions/InvalidArgumentException.h"
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#include "storm/exceptions/NotSupportedException.h"
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#include "storm-config.h"
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#include "storm/adapters/RationalFunctionAdapter.h"
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namespace storm {
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namespace abstraction {
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namespace prism {
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using storm::settings::modules::AbstractionSettings;
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template <storm::dd::DdType DdType, typename ValueType>
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PrismMenuGameAbstractor<DdType, ValueType>::PrismMenuGameAbstractor(storm::prism::Program const& program,
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std::shared_ptr<storm::utility::solver::SmtSolverFactory> const& smtSolverFactory)
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: program(program), smtSolverFactory(smtSolverFactory), abstractionInformation(program.getManager(), program.getAllExpressionVariables(), smtSolverFactory->create(program.getManager())), modules(), initialStateAbstractor(abstractionInformation, {program.getInitialStatesExpression()}, this->smtSolverFactory), validBlockAbstractor(abstractionInformation, smtSolverFactory), currentGame(nullptr), refinementPerformed(false) {
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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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// Add all variables range expressions to the information object.
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for (auto const& range : this->program.get().getAllRangeExpressions()) {
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abstractionInformation.addConstraint(range);
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initialStateAbstractor.constrain(range);
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}
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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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for (auto const& command : module.getCommands()) {
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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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// NOTE: currently we assume that 100 player 2 variables suffice, which corresponds to 2^100 possible
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// choices. If for some reason this should not be enough, we could grow this vector dynamically, but
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// odds are that it's impossible to treat such models in any event.
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abstractionInformation.createEncodingVariables(static_cast<uint_fast64_t>(std::ceil(std::log2(totalNumberOfCommands))), 100, static_cast<uint_fast64_t>(std::ceil(std::log2(maximalUpdateCount))));
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// For each module of the concrete program, we create an abstract counterpart.
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bool useDecomposition = storm::settings::getModule<storm::settings::modules::AbstractionSettings>().isUseDecompositionSet();
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for (auto const& module : program.getModules()) {
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this->modules.emplace_back(module, abstractionInformation, this->smtSolverFactory, useDecomposition);
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}
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// 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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}
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template <storm::dd::DdType DdType, typename ValueType>
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void PrismMenuGameAbstractor<DdType, ValueType>::refine(RefinementCommand const& command) {
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// Add the predicates to the global list of predicates and gather their indices.
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std::vector<uint_fast64_t> predicateIndices;
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for (auto const& predicate : command.getPredicates()) {
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STORM_LOG_THROW(predicate.hasBooleanType(), storm::exceptions::InvalidArgumentException, "Expecting a predicate of type bool.");
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predicateIndices.push_back(abstractionInformation.getOrAddPredicate(predicate));
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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(predicateIndices);
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}
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// Refine initial state abstractor.
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initialStateAbstractor.refine(predicateIndices);
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// Refine the valid blocks.
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validBlockAbstractor.refine(predicateIndices);
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refinementPerformed |= !command.getPredicates().empty();
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}
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template <storm::dd::DdType DdType, typename ValueType>
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MenuGame<DdType, ValueType> PrismMenuGameAbstractor<DdType, ValueType>::abstract() {
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if (refinementPerformed) {
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currentGame = buildGame();
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refinementPerformed = true;
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}
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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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AbstractionInformation<DdType> const& PrismMenuGameAbstractor<DdType, ValueType>::getAbstractionInformation() const {
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return abstractionInformation;
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}
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template <storm::dd::DdType DdType, typename ValueType>
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storm::expressions::Expression const& PrismMenuGameAbstractor<DdType, ValueType>::getGuard(uint64_t player1Choice) const {
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return modules.front().getGuard(player1Choice);
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}
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template <storm::dd::DdType DdType, typename ValueType>
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std::map<storm::expressions::Variable, storm::expressions::Expression> PrismMenuGameAbstractor<DdType, ValueType>::getVariableUpdates(uint64_t player1Choice, uint64_t auxiliaryChoice) const {
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return modules.front().getVariableUpdates(player1Choice, auxiliaryChoice);
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}
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template <storm::dd::DdType DdType, typename ValueType>
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std::pair<uint64_t, uint64_t> PrismMenuGameAbstractor<DdType, ValueType>::getPlayer1ChoiceRange() const {
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return std::make_pair(0, modules.front().getCommands().size());
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}
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template <storm::dd::DdType DdType, typename ValueType>
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storm::expressions::Expression PrismMenuGameAbstractor<DdType, ValueType>::getInitialExpression() const {
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return program.get().getInitialStatesExpression();
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}
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template <storm::dd::DdType DdType, typename ValueType>
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storm::dd::Bdd<DdType> PrismMenuGameAbstractor<DdType, ValueType>::getStates(storm::expressions::Expression const& expression) {
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storm::abstraction::ExpressionTranslator<DdType> translator(abstractionInformation, smtSolverFactory->create(abstractionInformation.getExpressionManager()));
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return translator.translate(expression);
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}
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template <storm::dd::DdType DdType, typename ValueType>
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std::unique_ptr<MenuGame<DdType, ValueType>> PrismMenuGameAbstractor<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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GameBddResult<DdType> game = modules.front().abstract();
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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(abstractionInformation.getPlayer1VariableSet(abstractionInformation.getPlayer1VariableCount()));
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auto player2Variables = abstractionInformation.getPlayer2VariableSet(game.numberOfPlayer2Variables);
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variablesToAbstract.insert(player2Variables.begin(), player2Variables.end());
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auto auxVariables = abstractionInformation.getAuxVariableSet(0, abstractionInformation.getAuxVariableCount());
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variablesToAbstract.insert(auxVariables.begin(), auxVariables.end());
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// Do a reachability analysis on the raw transition relation.
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storm::dd::Bdd<DdType> transitionRelation = game.bdd.existsAbstract(variablesToAbstract);
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storm::dd::Bdd<DdType> initialStates = initialStateAbstractor.getAbstractStates();
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initialStates.addMetaVariables(abstractionInformation.getSourcePredicateVariables());
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storm::dd::Bdd<DdType> reachableStates = storm::utility::dd::computeReachableStates(initialStates, transitionRelation, abstractionInformation.getSourceVariables(), abstractionInformation.getSuccessorVariables());
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// Find the deadlock states in the model. Note that this does not find the 'deadlocks' in bottom states,
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// as the bottom states are not contained in the reachable states.
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storm::dd::Bdd<DdType> deadlockStates = transitionRelation.existsAbstract(abstractionInformation.getSuccessorVariables());
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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, ValueType> deadlockTransitions = abstractionInformation.getDdManager().template getAddZero<ValueType>();
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if (!deadlockStates.isZero()) {
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deadlockTransitions = (deadlockStates && abstractionInformation.getAllPredicateIdentities() && abstractionInformation.encodePlayer1Choice(0, abstractionInformation.getPlayer1VariableCount()) && abstractionInformation.encodePlayer2Choice(0, 0, game.numberOfPlayer2Variables) && abstractionInformation.encodeAux(0, 0, abstractionInformation.getAuxVariableCount())).template toAdd<ValueType>();
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}
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// Compute bottom states and the appropriate transitions if necessary.
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BottomStateResult<DdType> bottomStateResult(abstractionInformation.getDdManager().getBddZero(), abstractionInformation.getDdManager().getBddZero());
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bottomStateResult = modules.front().getBottomStateTransitions(reachableStates, game.numberOfPlayer2Variables);
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bool hasBottomStates = !bottomStateResult.states.isZero();
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// Construct the transition matrix by cutting away the transitions of unreachable states.
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storm::dd::Add<DdType, ValueType> transitionMatrix = (game.bdd && reachableStates).template toAdd<ValueType>();
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transitionMatrix *= commandUpdateProbabilitiesAdd;
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transitionMatrix += deadlockTransitions;
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// Extend the current game information with the 'non-bottom' tag before potentially adding bottom state transitions.
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transitionMatrix *= (abstractionInformation.getBottomStateBdd(true, true) && abstractionInformation.getBottomStateBdd(false, true)).template toAdd<ValueType>();
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reachableStates &= abstractionInformation.getBottomStateBdd(true, true);
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initialStates &= abstractionInformation.getBottomStateBdd(true, true);
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// If there are bottom transitions, exnted the transition matrix and reachable states now.
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if (hasBottomStates) {
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transitionMatrix += bottomStateResult.transitions.template toAdd<ValueType>();
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reachableStates |= bottomStateResult.states;
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}
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std::set<storm::expressions::Variable> usedPlayer2Variables(abstractionInformation.getPlayer2Variables().begin(), abstractionInformation.getPlayer2Variables().begin() + game.numberOfPlayer2Variables);
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std::set<storm::expressions::Variable> allNondeterminismVariables = usedPlayer2Variables;
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allNondeterminismVariables.insert(abstractionInformation.getPlayer1Variables().begin(), abstractionInformation.getPlayer1Variables().end());
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std::set<storm::expressions::Variable> allSourceVariables(abstractionInformation.getSourceVariables());
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allSourceVariables.insert(abstractionInformation.getBottomStateVariable(true));
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std::set<storm::expressions::Variable> allSuccessorVariables(abstractionInformation.getSuccessorVariables());
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allSuccessorVariables.insert(abstractionInformation.getBottomStateVariable(false));
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return std::make_unique<MenuGame<DdType, ValueType>>(abstractionInformation.getDdManagerAsSharedPointer(), reachableStates, initialStates, abstractionInformation.getDdManager().getBddZero(), transitionMatrix, bottomStateResult.states, allSourceVariables, allSuccessorVariables, abstractionInformation.getExtendedSourceSuccessorVariablePairs(), std::set<storm::expressions::Variable>(abstractionInformation.getPlayer1Variables().begin(), abstractionInformation.getPlayer1Variables().end()), usedPlayer2Variables, allNondeterminismVariables, auxVariables, abstractionInformation.getPredicateToBddMap());
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}
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template <storm::dd::DdType DdType, typename ValueType>
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void PrismMenuGameAbstractor<DdType, ValueType>::exportToDot(std::string const& filename, storm::dd::Bdd<DdType> const& highlightStates, storm::dd::Bdd<DdType> const& filter) const {
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this->exportToDot(*currentGame, filename, highlightStates, filter);
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}
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template <storm::dd::DdType DdType, typename ValueType>
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uint64_t PrismMenuGameAbstractor<DdType, ValueType>::getNumberOfPredicates() const {
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return abstractionInformation.getNumberOfPredicates();
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}
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// Explicitly instantiate the class.
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template class PrismMenuGameAbstractor<storm::dd::DdType::CUDD, double>;
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template class PrismMenuGameAbstractor<storm::dd::DdType::Sylvan, double>;
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#ifdef STORM_HAVE_CARL
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template class PrismMenuGameAbstractor<storm::dd::DdType::Sylvan, storm::RationalFunction>;
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#endif
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}
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}
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}
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