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#include "storm/models/sparse/StandardRewardModel.h"
#include "storm/utility/vector.h"
#include "storm/exceptions/InvalidOperationException.h"
#include "storm/adapters/RationalFunctionAdapter.h"
namespace storm {
namespace models {
namespace sparse {
template<typename ValueType>
StandardRewardModel<ValueType>::StandardRewardModel(boost::optional<std::vector<ValueType>> const& optionalStateRewardVector,
boost::optional<std::vector<ValueType>> const& optionalStateActionRewardVector,
boost::optional<storm::storage::SparseMatrix<ValueType>> const& optionalTransitionRewardMatrix)
: optionalStateRewardVector(optionalStateRewardVector), optionalStateActionRewardVector(optionalStateActionRewardVector), optionalTransitionRewardMatrix(optionalTransitionRewardMatrix) {
// Intentionally left empty.
}
template<typename ValueType>
StandardRewardModel<ValueType>::StandardRewardModel(boost::optional<std::vector<ValueType>>&& optionalStateRewardVector,
boost::optional<std::vector<ValueType>>&& optionalStateActionRewardVector,
boost::optional<storm::storage::SparseMatrix<ValueType>>&& optionalTransitionRewardMatrix)
: optionalStateRewardVector(std::move(optionalStateRewardVector)), optionalStateActionRewardVector(std::move(optionalStateActionRewardVector)), optionalTransitionRewardMatrix(std::move(optionalTransitionRewardMatrix)) {
// Intentionally left empty.
}
template<typename ValueType>
bool StandardRewardModel<ValueType>::hasStateRewards() const {
return static_cast<bool>(this->optionalStateRewardVector);
}
template<typename ValueType>
bool StandardRewardModel<ValueType>::hasOnlyStateRewards() const {
return static_cast<bool>(this->optionalStateRewardVector) && !static_cast<bool>(this->optionalStateActionRewardVector) && !static_cast<bool>(this->optionalTransitionRewardMatrix);
}
template<typename ValueType>
std::vector<ValueType> const& StandardRewardModel<ValueType>::getStateRewardVector() const {
STORM_LOG_ASSERT(this->hasStateRewards(), "No state rewards available.");
return this->optionalStateRewardVector.get();
}
template<typename ValueType>
std::vector<ValueType>& StandardRewardModel<ValueType>::getStateRewardVector() {
STORM_LOG_ASSERT(this->hasStateRewards(), "No state rewards available.");
return this->optionalStateRewardVector.get();
}
template<typename ValueType>
boost::optional<std::vector<ValueType>> const& StandardRewardModel<ValueType>::getOptionalStateRewardVector() const {
return this->optionalStateRewardVector;
}
template<typename ValueType>
ValueType const& StandardRewardModel<ValueType>::getStateReward(uint_fast64_t state) const {
STORM_LOG_ASSERT(this->hasStateRewards(), "No state rewards available.");
STORM_LOG_ASSERT(state < this->optionalStateRewardVector.get().size(), "Invalid state.");
return this->optionalStateRewardVector.get()[state];
}
template<typename ValueType>
template<typename T>
void StandardRewardModel<ValueType>::setStateReward(uint_fast64_t state, T const & newReward) {
STORM_LOG_ASSERT(this->hasStateRewards(), "No state rewards available.");
STORM_LOG_ASSERT(state < this->optionalStateRewardVector.get().size(), "Invalid state.");
this->optionalStateRewardVector.get()[state] = newReward;
}
template<typename ValueType>
bool StandardRewardModel<ValueType>::hasStateActionRewards() const {
return static_cast<bool>(this->optionalStateActionRewardVector);
}
template<typename ValueType>
std::vector<ValueType> const& StandardRewardModel<ValueType>::getStateActionRewardVector() const {
STORM_LOG_ASSERT(this->hasStateActionRewards(), "No state action rewards available.");
return this->optionalStateActionRewardVector.get();
}
template<typename ValueType>
std::vector<ValueType>& StandardRewardModel<ValueType>::getStateActionRewardVector() {
STORM_LOG_ASSERT(this->hasStateActionRewards(), "No state action rewards available.");
return this->optionalStateActionRewardVector.get();
}
template<typename ValueType>
ValueType const& StandardRewardModel<ValueType>::getStateActionReward(uint_fast64_t choiceIndex) const {
STORM_LOG_ASSERT(this->hasStateActionRewards(), "No state action rewards available.");
STORM_LOG_ASSERT(choiceIndex < this->optionalStateActionRewardVector.get().size(), "Invalid choiceIndex.");
return this->optionalStateActionRewardVector.get()[choiceIndex];
}
template<typename ValueType>
template<typename T>
void StandardRewardModel<ValueType>::setStateActionReward(uint_fast64_t choiceIndex, T const &newValue) {
STORM_LOG_ASSERT(this->hasStateActionRewards(), "No state action rewards available.");
STORM_LOG_ASSERT(choiceIndex < this->optionalStateActionRewardVector.get().size(), "Invalid choiceIndex.");
this->optionalStateActionRewardVector.get()[choiceIndex] = newValue;
}
template<typename ValueType>
boost::optional<std::vector<ValueType>> const& StandardRewardModel<ValueType>::getOptionalStateActionRewardVector() const {
return this->optionalStateActionRewardVector;
}
template<typename ValueType>
bool StandardRewardModel<ValueType>::hasTransitionRewards() const {
return static_cast<bool>(this->optionalTransitionRewardMatrix);
}
template<typename ValueType>
storm::storage::SparseMatrix<ValueType> const& StandardRewardModel<ValueType>::getTransitionRewardMatrix() const {
return this->optionalTransitionRewardMatrix.get();
}
template<typename ValueType>
storm::storage::SparseMatrix<ValueType>& StandardRewardModel<ValueType>::getTransitionRewardMatrix() {
return this->optionalTransitionRewardMatrix.get();
}
template<typename ValueType>
boost::optional<storm::storage::SparseMatrix<ValueType>> const& StandardRewardModel<ValueType>::getOptionalTransitionRewardMatrix() const {
return this->optionalTransitionRewardMatrix;
}
template<typename ValueType>
StandardRewardModel<ValueType> StandardRewardModel<ValueType>::restrictActions(storm::storage::BitVector const& enabledActions) const {
boost::optional<std::vector<ValueType>> newStateRewardVector(this->getOptionalStateRewardVector());
boost::optional<std::vector<ValueType>> newStateActionRewardVector;
if (this->hasStateActionRewards()) {
newStateActionRewardVector = std::vector<ValueType>(enabledActions.getNumberOfSetBits());
storm::utility::vector::selectVectorValues(newStateActionRewardVector.get(), enabledActions, this->getStateActionRewardVector());
}
boost::optional<storm::storage::SparseMatrix<ValueType>> newTransitionRewardMatrix;
if (this->hasTransitionRewards()) {
newTransitionRewardMatrix = this->getTransitionRewardMatrix().restrictRows(enabledActions);
}
return StandardRewardModel(std::move(newStateRewardVector), std::move(newStateActionRewardVector), std::move(newTransitionRewardMatrix));
}
template<typename ValueType>
StandardRewardModel<ValueType> StandardRewardModel<ValueType>::permuteActions(std::vector<uint64_t> const& inversePermutation) const {
boost::optional<std::vector<ValueType>> newStateRewardVector(this->getOptionalStateRewardVector());
boost::optional<std::vector<ValueType>> newStateActionRewardVector;
if (this->hasStateActionRewards()) {
newStateActionRewardVector = storm::utility::vector::applyInversePermutation(inversePermutation, this->getStateActionRewardVector());
}
boost::optional<storm::storage::SparseMatrix<ValueType>> newTransitionRewardMatrix;
if (this->hasTransitionRewards()) {
newTransitionRewardMatrix = this->getTransitionRewardMatrix().permuteRows(inversePermutation);
}
return StandardRewardModel(std::move(newStateRewardVector), std::move(newStateActionRewardVector), std::move(newTransitionRewardMatrix));
}
template<typename ValueType>
template<typename MatrixValueType>
ValueType StandardRewardModel<ValueType>::getTotalStateActionReward(uint_fast64_t stateIndex, uint_fast64_t choiceIndex, storm::storage::SparseMatrix<MatrixValueType> const& transitionMatrix, MatrixValueType const& stateRewardWeight, MatrixValueType const& actionRewardWeight) const {
ValueType result = this->hasStateRewards() ? (this->hasStateActionRewards() ? (ValueType) (this->getStateReward(stateIndex) * stateRewardWeight + this->getStateActionReward(choiceIndex) * actionRewardWeight)
: (ValueType) (this->getStateReward(stateIndex) * stateRewardWeight))
: (this->hasStateActionRewards() ? (ValueType) (this->getStateActionReward(choiceIndex) * actionRewardWeight)
: storm::utility::zero<ValueType>());
if (this->hasTransitionRewards()) {
auto rewMatrixEntryIt = this->getTransitionRewardMatrix().begin(choiceIndex);
for (auto const& transitionEntry : transitionMatrix.getRow(choiceIndex)) {
assert(rewMatrixEntryIt != this->getTransitionRewardMatrix().end(choiceIndex));
if (transitionEntry.getColumn() < rewMatrixEntryIt->getColumn()) {
continue;
} else {
// We assume that the transition reward matrix is a submatrix of the given transition matrix. Hence, the following must hold
assert(transitionEntry.getColumn() == rewMatrixEntryIt->getColumn());
result += actionRewardWeight * rewMatrixEntryIt->getValue() * storm::utility::convertNumber<ValueType>(transitionEntry.getValue());
++rewMatrixEntryIt;
}
}
}
return result;
}
template<typename ValueType>
template<typename MatrixValueType>
void StandardRewardModel<ValueType>::reduceToStateBasedRewards(storm::storage::SparseMatrix<MatrixValueType> const& transitionMatrix, bool reduceToStateRewards, std::vector<MatrixValueType> const* weights) {
if (this->hasTransitionRewards()) {
if (this->hasStateActionRewards()) {
storm::utility::vector::addVectors<ValueType>(this->getStateActionRewardVector(), transitionMatrix.getPointwiseProductRowSumVector(this->getTransitionRewardMatrix()), this->getStateActionRewardVector());
this->optionalTransitionRewardMatrix = boost::none;
} else {
this->optionalStateActionRewardVector = transitionMatrix.getPointwiseProductRowSumVector(this->getTransitionRewardMatrix());
}
}
if (reduceToStateRewards && this->hasStateActionRewards()) {
STORM_LOG_THROW(transitionMatrix.getRowGroupCount() == this->getStateActionRewardVector().size(), storm::exceptions::InvalidOperationException, "The reduction to state rewards is only possible if the size of the action reward vector equals the number of states.");
if (weights) {
if (this->hasStateRewards()) {
storm::utility::vector::applyPointwiseTernary<ValueType, MatrixValueType, ValueType>(this->getStateActionRewardVector(), *weights, this->getStateRewardVector(),
[] (ValueType const& sar, MatrixValueType const& w, ValueType const& sr) -> ValueType {
return sr + w * sar; });
} else {
this->optionalStateRewardVector = std::move(this->optionalStateActionRewardVector);
storm::utility::vector::applyPointwise<ValueType, MatrixValueType, ValueType, std::multiplies<>>(this->optionalStateRewardVector.get(), *weights, this->optionalStateRewardVector.get());
}
} else {
if (this->hasStateRewards()) {
storm::utility::vector::addVectors<ValueType>(this->getStateActionRewardVector(), this->getStateRewardVector(), this->getStateRewardVector());
} else {
this->optionalStateRewardVector = std::move(this->optionalStateActionRewardVector);
}
}
this->optionalStateActionRewardVector = boost::none;
}
}
template<typename ValueType>
template<typename MatrixValueType>
std::vector<ValueType> StandardRewardModel<ValueType>::getTotalRewardVector(storm::storage::SparseMatrix<MatrixValueType> const& transitionMatrix) const {
std::vector<ValueType> result = this->hasTransitionRewards() ? transitionMatrix.getPointwiseProductRowSumVector(this->getTransitionRewardMatrix()) : (this->hasStateActionRewards() ? this->getStateActionRewardVector() : std::vector<ValueType>(transitionMatrix.getRowCount()));
if (this->hasStateActionRewards() && this->hasTransitionRewards()) {
storm::utility::vector::addVectors(result, this->getStateActionRewardVector(), result);
}
if (this->hasStateRewards()) {
storm::utility::vector::addVectorToGroupedVector(result, this->getStateRewardVector(), transitionMatrix.getRowGroupIndices());
}
return result;
}
template<typename ValueType>
template<typename MatrixValueType>
std::vector<ValueType> StandardRewardModel<ValueType>::getTotalRewardVector(storm::storage::SparseMatrix<MatrixValueType> const& transitionMatrix, std::vector<MatrixValueType> const& weights) const {
std::vector<ValueType> result;
if (this->hasTransitionRewards()) {
result = transitionMatrix.getPointwiseProductRowSumVector(this->getTransitionRewardMatrix());
storm::utility::vector::applyPointwiseTernary<MatrixValueType, ValueType, ValueType>(weights, this->getStateActionRewardVector(), result, [] (MatrixValueType const& weight, ValueType const& rewardElement, ValueType const& resultElement) { return weight * (resultElement + rewardElement); } );
} else {
result = std::vector<ValueType>(transitionMatrix.getRowCount());
if (this->hasStateActionRewards()) {
storm::utility::vector::applyPointwise<MatrixValueType, ValueType, ValueType>(weights, this->getStateActionRewardVector(), result, [] (MatrixValueType const& weight, ValueType const& rewardElement) { return weight * rewardElement; } );
}
}
if (this->hasStateRewards()) {
storm::utility::vector::addVectorToGroupedVector(result, this->getStateRewardVector(), transitionMatrix.getRowGroupIndices());
}
return result;
}
template<typename ValueType>
template<typename MatrixValueType>
std::vector<ValueType> StandardRewardModel<ValueType>::getTotalRewardVector(uint_fast64_t numberOfRows, storm::storage::SparseMatrix<MatrixValueType> const& transitionMatrix, storm::storage::BitVector const& filter) const {
std::vector<ValueType> result(numberOfRows);
if (this->hasTransitionRewards()) {
std::vector<ValueType> pointwiseProductRowSumVector = transitionMatrix.getPointwiseProductRowSumVector(this->getTransitionRewardMatrix());
storm::utility::vector::selectVectorValues(result, filter, transitionMatrix.getRowGroupIndices(), pointwiseProductRowSumVector);
}
if (this->hasStateActionRewards()) {
storm::utility::vector::addFilteredVectorGroupsToGroupedVector(result, this->getStateActionRewardVector(), filter, transitionMatrix.getRowGroupIndices());
}
if (this->hasStateRewards()) {
storm::utility::vector::addFilteredVectorToGroupedVector(result, this->getStateRewardVector(), filter, transitionMatrix.getRowGroupIndices());
}
return result;
}
template<typename ValueType>
template<typename MatrixValueType>
std::vector<ValueType> StandardRewardModel<ValueType>::getTotalActionRewardVector(storm::storage::SparseMatrix<MatrixValueType> const& transitionMatrix, std::vector<MatrixValueType> const& stateRewardWeights) const {
std::vector<ValueType> result;
if (this->hasTransitionRewards()) {
result = transitionMatrix.getPointwiseProductRowSumVector(this->getTransitionRewardMatrix());
} else {
result = std::vector<ValueType>(transitionMatrix.getRowCount());
}
if (this->hasStateActionRewards()) {
storm::utility::vector::addVectors(result, this->getStateActionRewardVector(), result);
}
if (this->hasStateRewards()) {
std::vector<ValueType> scaledStateRewardVector(transitionMatrix.getRowGroupCount());
storm::utility::vector::multiplyVectorsPointwise(this->getStateRewardVector(), stateRewardWeights, scaledStateRewardVector);
storm::utility::vector::addVectorToGroupedVector(result, scaledStateRewardVector, transitionMatrix.getRowGroupIndices());
}
return result;
}
template<typename ValueType>
template<typename MatrixValueType>
storm::storage::BitVector StandardRewardModel<ValueType>::getStatesWithZeroReward(storm::storage::SparseMatrix<MatrixValueType> const& transitionMatrix) const {
return getStatesWithFilter(transitionMatrix, storm::utility::isZero<ValueType>);
}
template<typename ValueType>
template<typename MatrixValueType>
storm::storage::BitVector StandardRewardModel<ValueType>::getStatesWithFilter(storm::storage::SparseMatrix<MatrixValueType> const& transitionMatrix, std::function<bool(ValueType const&)> const& filter) const {
storm::storage::BitVector result = this->hasStateRewards() ? storm::utility::vector::filter(this->getStateRewardVector(), filter) : storm::storage::BitVector(transitionMatrix.getRowGroupCount(), true);
if (this->hasStateActionRewards()) {
for (uint_fast64_t state = 0; state < transitionMatrix.getRowGroupCount(); ++state) {
for (uint_fast64_t row = transitionMatrix.getRowGroupIndices()[state]; row < transitionMatrix.getRowGroupIndices()[state+1]; ++row) {
if(!filter(this->getStateActionRewardVector()[row])) {
result.set(state, false);
break;
}
}
}
}
if (this->hasTransitionRewards()) {
for (uint_fast64_t state = 0; state < transitionMatrix.getRowGroupCount(); ++state) {
for (auto const& rewardMatrixEntry : this->getTransitionRewardMatrix().getRowGroup(state)) {
if(!filter(rewardMatrixEntry.getValue())) {
result.set(state, false);
break;
}
}
}
}
return result;
}
template<typename ValueType>
template<typename MatrixValueType>
storm::storage::BitVector StandardRewardModel<ValueType>::getChoicesWithZeroReward(storm::storage::SparseMatrix<MatrixValueType> const& transitionMatrix) const {
return getChoicesWithFilter(transitionMatrix, storm::utility::isZero<ValueType>);
}
template<typename ValueType>
template<typename MatrixValueType>
storm::storage::BitVector StandardRewardModel<ValueType>::getChoicesWithFilter(storm::storage::SparseMatrix<MatrixValueType> const& transitionMatrix, std::function<bool(ValueType const&)> const& filter) const {
storm::storage::BitVector result;
if (this->hasStateActionRewards()) {
result = storm::utility::vector::filter(this->getStateActionRewardVector(), filter);
if (this->hasStateRewards()) {
result &= transitionMatrix.getRowFilter(storm::utility::vector::filter(this->getStateRewardVector(), filter));
}
} else {
if (this->hasStateRewards()) {
result = transitionMatrix.getRowFilter(storm::utility::vector::filter(this->getStateRewardVector(), filter));
} else {
result = storm::storage::BitVector(transitionMatrix.getRowCount(), true);
}
}
if (this->hasTransitionRewards()) {
for (uint_fast64_t row = 0; row < transitionMatrix.getRowCount(); ++row) {
for (auto const& rewardMatrixEntry : this->getTransitionRewardMatrix().getRow(row)) {
if(!filter(rewardMatrixEntry.getValue())) {
result.set(row, false);
break;
}
}
}
}
return result;
}
template<typename ValueType>
void StandardRewardModel<ValueType>::setStateActionRewardValue(uint_fast64_t row, ValueType const& value) {
this->optionalStateActionRewardVector.get()[row] = value;
}
template<typename ValueType>
template<typename MatrixValueType>
void StandardRewardModel<ValueType>::clearRewardAtState(uint_fast64_t state, storm::storage::SparseMatrix<MatrixValueType> const& transitions) {
if (hasStateRewards()) {
getStateRewardVector()[state] = storm::utility::zero<ValueType>();
}
if (hasStateActionRewards()) {
for (uint_fast64_t choice = transitions.getRowGroupIndices()[state]; choice < transitions.getRowGroupIndices()[state + 1]; ++choice) {
getStateActionRewardVector()[choice] = storm::utility::zero<ValueType>();
}
}
if (hasTransitionRewards()) {
for (auto& entry : getTransitionRewardMatrix().getRowGroup(state)) {
entry.setValue(storm::utility::zero<ValueType>());
}
}
}
template<typename ValueType>
bool StandardRewardModel<ValueType>::empty() const {
return !(static_cast<bool>(this->optionalStateRewardVector) || static_cast<bool>(this->optionalStateActionRewardVector) || static_cast<bool>(this->optionalTransitionRewardMatrix));
}
template<typename ValueType>
bool StandardRewardModel<ValueType>::isAllZero() const {
if(hasStateRewards() && !std::all_of(getStateRewardVector().begin(), getStateRewardVector().end(), storm::utility::isZero<ValueType>)) {
return false;
}
if(hasStateActionRewards() && !std::all_of(getStateActionRewardVector().begin(), getStateActionRewardVector().end(), storm::utility::isZero<ValueType>)) {
return false;
}
if(hasTransitionRewards() && !std::all_of(getTransitionRewardMatrix().begin(), getTransitionRewardMatrix().end(), [](storm::storage::MatrixEntry<storm::storage::SparseMatrixIndexType, ValueType> entry){ return storm::utility::isZero(entry.getValue()); })) {
return false;
}
return true;
}
template<typename ValueType>
bool StandardRewardModel<ValueType>::isCompatible(uint_fast64_t nrStates, uint_fast64_t nrChoices) const {
if(hasStateRewards()) {
if(optionalStateRewardVector.get().size() != nrStates) return false;
}
if(hasStateActionRewards()) {
if(optionalStateActionRewardVector.get().size() != nrChoices) return false;
}
return true;
}
template <typename ValueType>
std::ostream& operator<<(std::ostream& out, StandardRewardModel<ValueType> const& rewardModel) {
out << std::boolalpha << "reward model [state reward: "
<< rewardModel.hasStateRewards()
<< ", state-action rewards: "
<< rewardModel.hasStateActionRewards()
<< ", transition rewards: "
<< rewardModel.hasTransitionRewards()
<< "]"
<< std::noboolalpha;
return out;
}
std::set<storm::RationalFunctionVariable> getRewardModelParameters(StandardRewardModel<storm::RationalFunction> const& rewModel) {
std::set<storm::RationalFunctionVariable> vars;
if (rewModel.hasTransitionRewards()) {
vars = storm::storage::getVariables(rewModel.getTransitionRewardMatrix());
}
if (rewModel.hasStateActionRewards()) {
std::set<storm::RationalFunctionVariable> tmp = storm::utility::vector::getVariables(rewModel.getStateActionRewardVector());
vars.insert(tmp.begin(), tmp.end());
}
if (rewModel.hasStateRewards()) {
std::set<storm::RationalFunctionVariable> tmp = storm::utility::vector::getVariables(rewModel.getStateRewardVector());
vars.insert(tmp.begin(), tmp.end());
}
return vars;
}
// Explicitly instantiate the class.
template std::vector<double> StandardRewardModel<double>::getTotalRewardVector(storm::storage::SparseMatrix<double> const& transitionMatrix) const;
template std::vector<double> StandardRewardModel<double>::getTotalRewardVector(uint_fast64_t numberOfRows, storm::storage::SparseMatrix<double> const& transitionMatrix, storm::storage::BitVector const& filter) const;
template std::vector<double> StandardRewardModel<double>::getTotalRewardVector(storm::storage::SparseMatrix<double> const& transitionMatrix, std::vector<double> const& weights) const;
template std::vector<double> StandardRewardModel<double>::getTotalActionRewardVector(storm::storage::SparseMatrix<double> const& transitionMatrix, std::vector<double> const& stateRewardWeights) const;
template storm::storage::BitVector StandardRewardModel<double>::getStatesWithZeroReward(storm::storage::SparseMatrix<double> const& transitionMatrix) const;
template storm::storage::BitVector StandardRewardModel<double>::getStatesWithFilter(storm::storage::SparseMatrix<double> const& transitionMatrix, std::function<bool(double const&)> const& filter) const;
template storm::storage::BitVector StandardRewardModel<double>::getChoicesWithZeroReward(storm::storage::SparseMatrix<double> const& transitionMatrix) const;
template storm::storage::BitVector StandardRewardModel<double>::getChoicesWithFilter(storm::storage::SparseMatrix<double> const& transitionMatrix, std::function<bool(double const&)> const& filter) const;
template double StandardRewardModel<double>::getTotalStateActionReward(uint_fast64_t stateIndex, uint_fast64_t choiceIndex, storm::storage::SparseMatrix<double> const& transitionMatrix, double const& stateRewardWeight, double const& actionRewardWeight) const;
template void StandardRewardModel<double>::clearRewardAtState(uint_fast64_t state, storm::storage::SparseMatrix<double> const& transitionMatrix);
template void StandardRewardModel<double>::reduceToStateBasedRewards(storm::storage::SparseMatrix<double> const& transitionMatrix, bool reduceToStateRewards, std::vector<double> const* weights);
template void StandardRewardModel<double>::setStateActionReward(uint_fast64_t choiceIndex, double const & newValue);
template void StandardRewardModel<double>::setStateReward(uint_fast64_t state, double const & newValue);
template class StandardRewardModel<double>;
template std::ostream& operator<<<double>(std::ostream& out, StandardRewardModel<double> const& rewardModel);
template std::vector<float> StandardRewardModel<float>::getTotalRewardVector(uint_fast64_t numberOfRows, storm::storage::SparseMatrix<float> const& transitionMatrix, storm::storage::BitVector const& filter) const;
template std::vector<float> StandardRewardModel<float>::getTotalRewardVector(storm::storage::SparseMatrix<float> const& transitionMatrix) const;
template std::vector<float> StandardRewardModel<float>::getTotalRewardVector(storm::storage::SparseMatrix<float> const& transitionMatrix, std::vector<float> const& weights) const;
template std::vector<float> StandardRewardModel<float>::getTotalActionRewardVector(storm::storage::SparseMatrix<float> const& transitionMatrix, std::vector<float> const& stateRewardWeights) const;
template void StandardRewardModel<float>::reduceToStateBasedRewards(storm::storage::SparseMatrix<float> const& transitionMatrix, bool reduceToStateRewards, std::vector<float> const* weights);
template void StandardRewardModel<float>::setStateActionReward(uint_fast64_t choiceIndex, float const & newValue);
template void StandardRewardModel<float>::setStateReward(uint_fast64_t state, float const & newValue);
template class StandardRewardModel<float>;
template std::ostream& operator<<<float>(std::ostream& out, StandardRewardModel<float> const& rewardModel);
#ifdef STORM_HAVE_CARL
template std::vector<storm::RationalNumber> StandardRewardModel<storm::RationalNumber>::getTotalRewardVector(uint_fast64_t numberOfRows, storm::storage::SparseMatrix<storm::RationalNumber> const& transitionMatrix, storm::storage::BitVector const& filter) const;
template std::vector<storm::RationalNumber> StandardRewardModel<storm::RationalNumber>::getTotalRewardVector(storm::storage::SparseMatrix<storm::RationalNumber> const& transitionMatrix) const;
template std::vector<storm::RationalNumber> StandardRewardModel<storm::RationalNumber>::getTotalRewardVector(storm::storage::SparseMatrix<storm::RationalNumber> const& transitionMatrix, std::vector<storm::RationalNumber> const& weights) const;
template std::vector<storm::RationalNumber> StandardRewardModel<storm::RationalNumber>::getTotalActionRewardVector(storm::storage::SparseMatrix<storm::RationalNumber> const& transitionMatrix, std::vector<storm::RationalNumber> const& stateRewardWeights) const;
template storm::storage::BitVector StandardRewardModel<storm::RationalNumber>::getStatesWithZeroReward(storm::storage::SparseMatrix<storm::RationalNumber> const& transitionMatrix) const;
template storm::storage::BitVector StandardRewardModel<storm::RationalNumber>::getStatesWithFilter(storm::storage::SparseMatrix<storm::RationalNumber> const& transitionMatrix, std::function<bool(storm::RationalNumber const&)> const& filter) const;
template storm::storage::BitVector StandardRewardModel<storm::RationalNumber>::getChoicesWithZeroReward(storm::storage::SparseMatrix<storm::RationalNumber> const& transitionMatrix) const;
template storm::storage::BitVector StandardRewardModel<storm::RationalNumber>::getChoicesWithFilter(storm::storage::SparseMatrix<storm::RationalNumber> const& transitionMatrix, std::function<bool(storm::RationalNumber const&)> const& filter) const;
template storm::RationalNumber StandardRewardModel<storm::RationalNumber>::getTotalStateActionReward(uint_fast64_t stateIndex, uint_fast64_t choiceIndex, storm::storage::SparseMatrix<storm::RationalNumber> const& transitionMatrix, storm::RationalNumber const& stateRewardWeight, storm::RationalNumber const& actionRewardWeight) const;
template void StandardRewardModel<storm::RationalNumber>::reduceToStateBasedRewards(storm::storage::SparseMatrix<storm::RationalNumber> const& transitionMatrix, bool reduceToStateRewards, std::vector<storm::RationalNumber> const* weights);
template void StandardRewardModel<storm::RationalNumber>::clearRewardAtState(uint_fast64_t state, storm::storage::SparseMatrix<storm::RationalNumber> const& transitionMatrix);
template void StandardRewardModel<storm::RationalNumber>::setStateActionReward(uint_fast64_t choiceIndex, storm::RationalNumber const & newValue);
template void StandardRewardModel<storm::RationalNumber>::setStateReward(uint_fast64_t state, storm::RationalNumber const & newValue);
template class StandardRewardModel<storm::RationalNumber>;
template std::ostream& operator<<<storm::RationalNumber>(std::ostream& out, StandardRewardModel<storm::RationalNumber> const& rewardModel);
template std::vector<storm::RationalFunction> StandardRewardModel<storm::RationalFunction>::getTotalRewardVector(uint_fast64_t numberOfRows, storm::storage::SparseMatrix<storm::RationalFunction> const& transitionMatrix, storm::storage::BitVector const& filter) const;
template std::vector<storm::RationalFunction> StandardRewardModel<storm::RationalFunction>::getTotalRewardVector(storm::storage::SparseMatrix<storm::RationalFunction> const& transitionMatrix) const;
template std::vector<storm::RationalFunction> StandardRewardModel<storm::RationalFunction>::getTotalRewardVector(storm::storage::SparseMatrix<storm::RationalFunction> const& transitionMatrix, std::vector<storm::RationalFunction> const& weights) const;
template storm::storage::BitVector StandardRewardModel<storm::RationalFunction>::getStatesWithZeroReward(storm::storage::SparseMatrix<storm::RationalFunction> const& transitionMatrix) const;
template storm::storage::BitVector StandardRewardModel<storm::RationalFunction>::getStatesWithFilter(storm::storage::SparseMatrix<storm::RationalFunction> const& transitionMatrix, std::function<bool(storm::RationalFunction const&)> const& filter) const;
template storm::storage::BitVector StandardRewardModel<storm::RationalFunction>::getChoicesWithZeroReward(storm::storage::SparseMatrix<storm::RationalFunction> const& transitionMatrix) const;
template storm::storage::BitVector StandardRewardModel<storm::RationalFunction>::getChoicesWithFilter(storm::storage::SparseMatrix<storm::RationalFunction> const& transitionMatrix, std::function<bool(storm::RationalFunction const&)> const& filter) const;
template void StandardRewardModel<storm::RationalFunction>::clearRewardAtState(uint_fast64_t state, storm::storage::SparseMatrix<storm::RationalFunction> const& transitionMatrix);
template std::vector<storm::RationalFunction> StandardRewardModel<storm::RationalFunction>::getTotalActionRewardVector(storm::storage::SparseMatrix<storm::RationalFunction> const& transitionMatrix, std::vector<storm::RationalFunction> const& stateRewardWeights) const;
template storm::RationalFunction StandardRewardModel<storm::RationalFunction>::getTotalStateActionReward(uint_fast64_t stateIndex, uint_fast64_t choiceIndex, storm::storage::SparseMatrix<storm::RationalFunction> const& transitionMatrix, storm::RationalFunction const& stateRewardWeight, storm::RationalFunction const& actionRewardWeight) const;
template void StandardRewardModel<storm::RationalFunction>::reduceToStateBasedRewards(storm::storage::SparseMatrix<storm::RationalFunction> const& transitionMatrix, bool reduceToStateRewards, std::vector<storm::RationalFunction> const* weights);
template void StandardRewardModel<storm::RationalFunction>::setStateActionReward(uint_fast64_t choiceIndex, storm::RationalFunction const & newValue);
template void StandardRewardModel<storm::RationalFunction>::setStateReward(uint_fast64_t state, storm::RationalFunction const & newValue);
template class StandardRewardModel<storm::RationalFunction>;
template std::ostream& operator<<<storm::RationalFunction>(std::ostream& out, StandardRewardModel<storm::RationalFunction> const& rewardModel);
template std::vector<storm::Interval> StandardRewardModel<storm::Interval>::getTotalRewardVector(uint_fast64_t numberOfRows, storm::storage::SparseMatrix<double> const& transitionMatrix, storm::storage::BitVector const& filter) const;
template std::vector<storm::Interval> StandardRewardModel<storm::Interval>::getTotalRewardVector(storm::storage::SparseMatrix<double> const& transitionMatrix) const;
template std::vector<storm::Interval> StandardRewardModel<storm::Interval>::getTotalRewardVector(storm::storage::SparseMatrix<double> const& transitionMatrix, std::vector<double> const& weights) const;
template std::vector<storm::Interval> StandardRewardModel<storm::Interval>::getTotalActionRewardVector(storm::storage::SparseMatrix<double> const& transitionMatrix, std::vector<double> const& stateRewardWeights) const;
template storm::storage::BitVector StandardRewardModel<storm::Interval>::getStatesWithFilter(storm::storage::SparseMatrix<double> const& transitionMatrix, std::function<bool(storm::Interval const&)> const& filter) const;
template storm::storage::BitVector StandardRewardModel<storm::Interval>::getChoicesWithFilter(storm::storage::SparseMatrix<double> const& transitionMatrix, std::function<bool(storm::Interval const&)> const& filter) const;
template void StandardRewardModel<storm::Interval>::setStateActionReward(uint_fast64_t choiceIndex, double const & newValue);
template void StandardRewardModel<storm::Interval>::setStateActionReward(uint_fast64_t choiceIndex, storm::Interval const & newValue);
template void StandardRewardModel<storm::Interval>::setStateReward(uint_fast64_t state, double const & newValue);
template void StandardRewardModel<storm::Interval>::setStateReward(uint_fast64_t state, storm::Interval const & newValue);
template void StandardRewardModel<storm::Interval>::clearRewardAtState(uint_fast64_t state, storm::storage::SparseMatrix<double> const& transitionMatrix);
template void StandardRewardModel<storm::Interval>::reduceToStateBasedRewards(storm::storage::SparseMatrix<double> const& transitionMatrix, bool reduceToStateRewards, std::vector<double> const* weights);
template class StandardRewardModel<storm::Interval>;
template std::ostream& operator<<<storm::Interval>(std::ostream& out, StandardRewardModel<storm::Interval> const& rewardModel);
#endif
}
}
}