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#include "storm/abstraction/prism/ModuleAbstractor.h"
#include "storm/abstraction/BottomStateResult.h"
#include "storm/abstraction/AbstractionInformation.h"
#include "storm/abstraction/GameBddResult.h"
#include "storm/storage/dd/DdManager.h"
#include "storm/storage/dd/Add.h"
#include "storm/storage/prism/Module.h"
#include "storm/settings/SettingsManager.h"
#include "storm-config.h"
#include "storm/adapters/RationalFunctionAdapter.h"
#include "storm/utility/macros.h"
namespace storm {
namespace abstraction {
namespace prism {
using storm::settings::modules::AbstractionSettings;
template <storm::dd::DdType DdType, typename ValueType>
ModuleAbstractor<DdType, ValueType>::ModuleAbstractor(storm::prism::Module const& module, AbstractionInformation<DdType>& abstractionInformation, std::shared_ptr<storm::utility::solver::SmtSolverFactory> const& smtSolverFactory, bool useDecomposition, bool addPredicatesForValidBlocks, bool debug) : smtSolverFactory(smtSolverFactory), abstractionInformation(abstractionInformation), commands(), module(module) {
// For each concrete command, we create an abstract counterpart.
for (auto const& command : module.getCommands()) {
commands.emplace_back(command, abstractionInformation, smtSolverFactory, useDecomposition, addPredicatesForValidBlocks, debug);
}
}
template <storm::dd::DdType DdType, typename ValueType>
void ModuleAbstractor<DdType, ValueType>::refine(std::vector<uint_fast64_t> const& predicates) {
for (uint_fast64_t index = 0; index < commands.size(); ++index) {
STORM_LOG_TRACE("Refining command with index " << index << ".");
commands[index].refine(predicates);
}
}
template <storm::dd::DdType DdType, typename ValueType>
storm::expressions::Expression const& ModuleAbstractor<DdType, ValueType>::getGuard(uint64_t player1Choice) const {
return commands[player1Choice].getGuard();
}
template <storm::dd::DdType DdType, typename ValueType>
uint64_t ModuleAbstractor<DdType, ValueType>::getNumberOfUpdates(uint64_t player1Choice) const {
return commands[player1Choice].getNumberOfUpdates(player1Choice);
}
template <storm::dd::DdType DdType, typename ValueType>
std::map<storm::expressions::Variable, storm::expressions::Expression> ModuleAbstractor<DdType, ValueType>::getVariableUpdates(uint64_t player1Choice, uint64_t auxiliaryChoice) const {
return commands[player1Choice].getVariableUpdates(auxiliaryChoice);
}
template <storm::dd::DdType DdType, typename ValueType>
std::set<storm::expressions::Variable> const& ModuleAbstractor<DdType, ValueType>::getAssignedVariables(uint64_t player1Choice) const {
return commands[player1Choice].getAssignedVariables();
}
template <storm::dd::DdType DdType, typename ValueType>
GameBddResult<DdType> ModuleAbstractor<DdType, ValueType>::abstract() {
// First, we retrieve the abstractions of all commands.
std::vector<GameBddResult<DdType>> commandDdsAndUsedOptionVariableCounts;
uint_fast64_t maximalNumberOfUsedOptionVariables = 0;
for (auto& command : commands) {
commandDdsAndUsedOptionVariableCounts.push_back(command.abstract());
maximalNumberOfUsedOptionVariables = std::max(maximalNumberOfUsedOptionVariables, commandDdsAndUsedOptionVariableCounts.back().numberOfPlayer2Variables);
}
// Then, we build the module BDD by adding the single command DDs. We need to make sure that all command
// DDs use the same amount DD variable encoding the choices of player 2.
storm::dd::Bdd<DdType> result = this->getAbstractionInformation().getDdManager().getBddZero();
for (auto const& commandDd : commandDdsAndUsedOptionVariableCounts) {
result |= commandDd.bdd && this->getAbstractionInformation().encodePlayer2Choice(1, commandDd.numberOfPlayer2Variables, maximalNumberOfUsedOptionVariables);
}
return GameBddResult<DdType>(result, maximalNumberOfUsedOptionVariables);
}
template <storm::dd::DdType DdType, typename ValueType>
BottomStateResult<DdType> ModuleAbstractor<DdType, ValueType>::getBottomStateTransitions(storm::dd::Bdd<DdType> const& reachableStates, uint_fast64_t numberOfPlayer2Variables) {
BottomStateResult<DdType> result(this->getAbstractionInformation().getDdManager().getBddZero(), this->getAbstractionInformation().getDdManager().getBddZero());
for (auto& command : commands) {
BottomStateResult<DdType> commandBottomStateResult = command.getBottomStateTransitions(reachableStates, numberOfPlayer2Variables);
result.states |= commandBottomStateResult.states;
result.transitions |= commandBottomStateResult.transitions;
}
return result;
}
template <storm::dd::DdType DdType, typename ValueType>
storm::dd::Add<DdType, ValueType> ModuleAbstractor<DdType, ValueType>::getCommandUpdateProbabilitiesAdd() const {
storm::dd::Add<DdType, ValueType> result = this->getAbstractionInformation().getDdManager().template getAddZero<ValueType>();
for (auto const& command : commands) {
result += command.getCommandUpdateProbabilitiesAdd();
}
return result;
}
template <storm::dd::DdType DdType, typename ValueType>
std::vector<CommandAbstractor<DdType, ValueType>> const& ModuleAbstractor<DdType, ValueType>::getCommands() const {
return commands;
}
template <storm::dd::DdType DdType, typename ValueType>
std::vector<CommandAbstractor<DdType, ValueType>>& ModuleAbstractor<DdType, ValueType>::getCommands() {
return commands;
}
template <storm::dd::DdType DdType, typename ValueType>
AbstractionInformation<DdType> const& ModuleAbstractor<DdType, ValueType>::getAbstractionInformation() const {
return abstractionInformation.get();
}
template <storm::dd::DdType DdType, typename ValueType>
void ModuleAbstractor<DdType, ValueType>::notifyGuardsArePredicates() {
for (auto& command : commands) {
command.notifyGuardIsPredicate();
}
}
template class ModuleAbstractor<storm::dd::DdType::CUDD, double>;
template class ModuleAbstractor<storm::dd::DdType::Sylvan, double>;
#ifdef STORM_HAVE_CARL
template class ModuleAbstractor<storm::dd::DdType::Sylvan, storm::RationalNumber>;
#endif
}
}
}