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#include "storm/abstraction/prism/PrismMenuGameAbstractor.h"
#include "storm/abstraction/BottomStateResult.h"
#include "storm/abstraction/GameBddResult.h"
#include "storm/storage/BitVector.h"
#include "storm/storage/prism/Program.h"
#include "storm/storage/dd/DdManager.h"
#include "storm/storage/dd/Add.h"
#include "storm/models/symbolic/StandardRewardModel.h"
#include "storm/settings/SettingsManager.h"
#include "storm/utility/dd.h"
#include "storm/utility/macros.h"
#include "storm/utility/solver.h"
#include "storm/exceptions/WrongFormatException.h"
#include "storm/exceptions/InvalidArgumentException.h"
#include "storm/exceptions/NotSupportedException.h"
#include "storm-config.h"
#include "storm/adapters/CarlAdapter.h"
namespace storm {
namespace abstraction {
namespace prism {
using storm::settings::modules::AbstractionSettings;
template <storm::dd::DdType DdType, typename ValueType>
PrismMenuGameAbstractor<DdType, ValueType>::PrismMenuGameAbstractor(storm::prism::Program const& program,
std::shared_ptr<storm::utility::solver::SmtSolverFactory> const& smtSolverFactory)
: 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), invalidBlockDetectionStrategy(storm::settings::getModule<storm::settings::modules::AbstractionSettings>().getInvalidBlockDetectionStrategy()) {
// For now, we assume that there is a single module. If the program has more than one module, it needs
// to be flattened before the procedure.
STORM_LOG_THROW(program.getNumberOfModules() == 1, storm::exceptions::WrongFormatException, "Cannot create abstract program from program containing too many modules.");
// Add all variables range expressions to the information object.
for (auto const& range : this->program.get().getAllRangeExpressions()) {
abstractionInformation.addConstraint(range);
initialStateAbstractor.constrain(range);
}
uint_fast64_t totalNumberOfCommands = 0;
uint_fast64_t maximalUpdateCount = 0;
std::vector<storm::expressions::Expression> allGuards;
for (auto const& module : program.getModules()) {
for (auto const& command : module.getCommands()) {
maximalUpdateCount = std::max(maximalUpdateCount, static_cast<uint_fast64_t>(command.getNumberOfUpdates()));
}
totalNumberOfCommands += module.getNumberOfCommands();
}
// NOTE: currently we assume that 100 player 2 variables suffice, which corresponds to 2^100 possible
// choices. If for some reason this should not be enough, we could grow this vector dynamically, but
// odds are that it's impossible to treat such models in any event.
abstractionInformation.createEncodingVariables(static_cast<uint_fast64_t>(std::ceil(std::log2(totalNumberOfCommands))), 100, static_cast<uint_fast64_t>(std::ceil(std::log2(maximalUpdateCount))));
// For each module of the concrete program, we create an abstract counterpart.
bool useDecomposition = storm::settings::getModule<storm::settings::modules::AbstractionSettings>().isUseDecompositionSet();
for (auto const& module : program.getModules()) {
this->modules.emplace_back(module, abstractionInformation, this->smtSolverFactory, invalidBlockDetectionStrategy, useDecomposition);
}
// Retrieve the command-update probability ADD, so we can multiply it with the abstraction BDD later.
commandUpdateProbabilitiesAdd = modules.front().getCommandUpdateProbabilitiesAdd();
}
template <storm::dd::DdType DdType, typename ValueType>
void PrismMenuGameAbstractor<DdType, ValueType>::refine(RefinementCommand const& command) {
// Add the predicates to the global list of predicates and gather their indices.
std::vector<uint_fast64_t> predicateIndices;
for (auto const& predicate : command.getPredicates()) {
STORM_LOG_THROW(predicate.hasBooleanType(), storm::exceptions::InvalidArgumentException, "Expecting a predicate of type bool.");
predicateIndices.push_back(abstractionInformation.getOrAddPredicate(predicate));
}
// Refine all abstract modules.
for (auto& module : modules) {
module.refine(predicateIndices);
}
// Refine initial state abstractor.
initialStateAbstractor.refine(predicateIndices);
// Refine the valid blocks.
validBlockAbstractor.refine(predicateIndices);
refinementPerformed |= !command.getPredicates().empty();
}
template <storm::dd::DdType DdType, typename ValueType>
MenuGame<DdType, ValueType> PrismMenuGameAbstractor<DdType, ValueType>::abstract() {
if (refinementPerformed) {
currentGame = buildGame();
refinementPerformed = true;
}
return *currentGame;
}
template <storm::dd::DdType DdType, typename ValueType>
AbstractionInformation<DdType> const& PrismMenuGameAbstractor<DdType, ValueType>::getAbstractionInformation() const {
return abstractionInformation;
}
template <storm::dd::DdType DdType, typename ValueType>
storm::expressions::Expression const& PrismMenuGameAbstractor<DdType, ValueType>::getGuard(uint64_t player1Choice) const {
return modules.front().getGuard(player1Choice);
}
template <storm::dd::DdType DdType, typename ValueType>
std::map<storm::expressions::Variable, storm::expressions::Expression> PrismMenuGameAbstractor<DdType, ValueType>::getVariableUpdates(uint64_t player1Choice, uint64_t auxiliaryChoice) const {
return modules.front().getVariableUpdates(player1Choice, auxiliaryChoice);
}
template <storm::dd::DdType DdType, typename ValueType>
std::pair<uint64_t, uint64_t> PrismMenuGameAbstractor<DdType, ValueType>::getPlayer1ChoiceRange() const {
return std::make_pair(0, modules.front().getCommands().size());
}
template <storm::dd::DdType DdType, typename ValueType>
storm::expressions::Expression PrismMenuGameAbstractor<DdType, ValueType>::getInitialExpression() const {
return program.get().getInitialStatesExpression();
}
template <storm::dd::DdType DdType, typename ValueType>
storm::dd::Bdd<DdType> PrismMenuGameAbstractor<DdType, ValueType>::getStates(storm::expressions::Expression const& predicate) {
STORM_LOG_ASSERT(currentGame != nullptr, "Game was not properly created.");
return abstractionInformation.getPredicateSourceVariable(predicate);
}
template <storm::dd::DdType DdType, typename ValueType>
std::unique_ptr<MenuGame<DdType, ValueType>> PrismMenuGameAbstractor<DdType, ValueType>::buildGame() {
// As long as there is only one module, we only build its game representation.
GameBddResult<DdType> game = modules.front().abstract();
if (invalidBlockDetectionStrategy == AbstractionSettings::InvalidBlockDetectionStrategy::Global) {
auto validBlockStart = std::chrono::high_resolution_clock::now();
storm::dd::Bdd<DdType> validBlocks = validBlockAbstractor.getValidBlocks();
// Cut away all invalid successor blocks.
game.bdd &= validBlocks.swapVariables(abstractionInformation.getExtendedSourceSuccessorVariablePairs());
auto validBlockEnd = std::chrono::high_resolution_clock::now();
STORM_LOG_DEBUG("Global invalid block detection completed in " << std::chrono::duration_cast<std::chrono::milliseconds>(validBlockEnd - validBlockStart).count() << "ms.");
}
// Construct a set of all unnecessary variables, so we can abstract from it.
std::set<storm::expressions::Variable> variablesToAbstract(abstractionInformation.getPlayer1VariableSet(abstractionInformation.getPlayer1VariableCount()));
auto player2Variables = abstractionInformation.getPlayer2VariableSet(game.numberOfPlayer2Variables);
variablesToAbstract.insert(player2Variables.begin(), player2Variables.end());
auto auxVariables = abstractionInformation.getAuxVariableSet(0, abstractionInformation.getAuxVariableCount());
variablesToAbstract.insert(auxVariables.begin(), auxVariables.end());
// Do a reachability analysis on the raw transition relation.
storm::dd::Bdd<DdType> transitionRelation = game.bdd.existsAbstract(variablesToAbstract);
storm::dd::Bdd<DdType> initialStates = initialStateAbstractor.getAbstractStates();
storm::dd::Bdd<DdType> reachableStates = storm::utility::dd::computeReachableStates(initialStates, transitionRelation, abstractionInformation.getSourceVariables(), abstractionInformation.getSuccessorVariables());
// Find the deadlock states in the model. Note that this does not find the 'deadlocks' in bottom states,
// as the bottom states are not contained in the reachable states.
storm::dd::Bdd<DdType> deadlockStates = transitionRelation.existsAbstract(abstractionInformation.getSuccessorVariables());
deadlockStates = reachableStates && !deadlockStates;
// If there are deadlock states, we fix them now.
storm::dd::Add<DdType, ValueType> deadlockTransitions = abstractionInformation.getDdManager().template getAddZero<ValueType>();
if (!deadlockStates.isZero()) {
deadlockTransitions = (deadlockStates && abstractionInformation.getAllPredicateIdentities() && abstractionInformation.encodePlayer1Choice(0, abstractionInformation.getPlayer1VariableCount()) && abstractionInformation.encodePlayer2Choice(0, 0, game.numberOfPlayer2Variables) && abstractionInformation.encodeAux(0, 0, abstractionInformation.getAuxVariableCount())).template toAdd<ValueType>();
}
// Compute bottom states and the appropriate transitions if necessary.
BottomStateResult<DdType> bottomStateResult(abstractionInformation.getDdManager().getBddZero(), abstractionInformation.getDdManager().getBddZero());
bottomStateResult = modules.front().getBottomStateTransitions(reachableStates, game.numberOfPlayer2Variables);
bool hasBottomStates = !bottomStateResult.states.isZero();
// Construct the transition matrix by cutting away the transitions of unreachable states.
storm::dd::Add<DdType, ValueType> transitionMatrix = (game.bdd && reachableStates).template toAdd<ValueType>();
transitionMatrix *= commandUpdateProbabilitiesAdd;
transitionMatrix += deadlockTransitions;
// Extend the current game information with the 'non-bottom' tag before potentially adding bottom state transitions.
transitionMatrix *= (abstractionInformation.getBottomStateBdd(true, true) && abstractionInformation.getBottomStateBdd(false, true)).template toAdd<ValueType>();
reachableStates &= abstractionInformation.getBottomStateBdd(true, true);
initialStates &= abstractionInformation.getBottomStateBdd(true, true);
// If there are bottom transitions, exnted the transition matrix and reachable states now.
if (hasBottomStates) {
transitionMatrix += bottomStateResult.transitions.template toAdd<ValueType>();
reachableStates |= bottomStateResult.states;
}
std::set<storm::expressions::Variable> usedPlayer2Variables(abstractionInformation.getPlayer2Variables().begin(), abstractionInformation.getPlayer2Variables().begin() + game.numberOfPlayer2Variables);
std::set<storm::expressions::Variable> allNondeterminismVariables = usedPlayer2Variables;
allNondeterminismVariables.insert(abstractionInformation.getPlayer1Variables().begin(), abstractionInformation.getPlayer1Variables().end());
std::set<storm::expressions::Variable> allSourceVariables(abstractionInformation.getSourceVariables());
allSourceVariables.insert(abstractionInformation.getBottomStateVariable(true));
std::set<storm::expressions::Variable> allSuccessorVariables(abstractionInformation.getSuccessorVariables());
allSuccessorVariables.insert(abstractionInformation.getBottomStateVariable(false));
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());
}
template <storm::dd::DdType DdType, typename ValueType>
void PrismMenuGameAbstractor<DdType, ValueType>::exportToDot(std::string const& filename, storm::dd::Bdd<DdType> const& highlightStatesBdd, storm::dd::Bdd<DdType> const& filter) const {
std::ofstream out(filename);
storm::dd::Add<DdType, ValueType> filteredTransitions = filter.template toAdd<ValueType>() * currentGame->getTransitionMatrix();
storm::dd::Bdd<DdType> filteredTransitionsBdd = filteredTransitions.toBdd().existsAbstract(currentGame->getNondeterminismVariables());
storm::dd::Bdd<DdType> filteredReachableStates = storm::utility::dd::computeReachableStates(currentGame->getInitialStates(), filteredTransitionsBdd, currentGame->getRowVariables(), currentGame->getColumnVariables());
filteredTransitions *= filteredReachableStates.template toAdd<ValueType>();
// Determine all initial states so we can color them blue.
std::unordered_set<std::string> initialStates;
storm::dd::Add<DdType, ValueType> initialStatesAsAdd = currentGame->getInitialStates().template toAdd<ValueType>();
for (auto stateValue : initialStatesAsAdd) {
std::stringstream stateName;
for (auto const& var : currentGame->getRowVariables()) {
if (stateValue.first.getBooleanValue(var)) {
stateName << "1";
} else {
stateName << "0";
}
}
initialStates.insert(stateName.str());
}
// Determine all highlight states so we can color them red.
std::unordered_set<std::string> highlightStates;
storm::dd::Add<DdType, ValueType> highlightStatesAdd = highlightStatesBdd.template toAdd<ValueType>();
for (auto stateValue : highlightStatesAdd) {
std::stringstream stateName;
for (auto const& var : currentGame->getRowVariables()) {
if (stateValue.first.getBooleanValue(var)) {
stateName << "1";
} else {
stateName << "0";
}
}
highlightStates.insert(stateName.str());
}
out << "digraph game {" << std::endl;
// Create the player 1 nodes.
storm::dd::Add<DdType, ValueType> statesAsAdd = filteredReachableStates.template toAdd<ValueType>();
for (auto stateValue : statesAsAdd) {
out << "\tpl1_";
std::stringstream stateName;
for (auto const& var : currentGame->getRowVariables()) {
if (stateValue.first.getBooleanValue(var)) {
stateName << "1";
} else {
stateName << "0";
}
}
std::string stateNameAsString = stateName.str();
out << stateNameAsString;
out << " [ label=\"";
if (stateValue.first.getBooleanValue(abstractionInformation.getBottomStateVariable(true))) {
out << "*\", margin=0, width=0, height=0, shape=\"none\"";
} else {
out << stateName.str() << "\", margin=0, width=0, height=0, shape=\"oval\"";
}
bool isInitial = initialStates.find(stateNameAsString) != initialStates.end();
bool isHighlight = highlightStates.find(stateNameAsString) != highlightStates.end();
if (isInitial && isHighlight) {
out << ", style=\"filled\", fillcolor=\"yellow\"";
} else if (isInitial) {
out << ", style=\"filled\", fillcolor=\"blue\"";
} else if (isHighlight) {
out << ", style=\"filled\", fillcolor=\"red\"";
}
out << " ];" << std::endl;
}
// Create the nodes of the second player.
storm::dd::Add<DdType, ValueType> player2States = filteredTransitions.toBdd().existsAbstract(currentGame->getColumnVariables()).existsAbstract(currentGame->getPlayer2Variables()).template toAdd<ValueType>();
for (auto stateValue : player2States) {
out << "\tpl2_";
std::stringstream stateName;
for (auto const& var : currentGame->getRowVariables()) {
if (stateValue.first.getBooleanValue(var)) {
stateName << "1";
} else {
stateName << "0";
}
}
uint_fast64_t index = abstractionInformation.decodePlayer1Choice(stateValue.first, abstractionInformation.getPlayer1VariableCount());
out << stateName.str() << "_" << index;
out << " [ shape=\"square\", width=0, height=0, margin=0, label=\"" << index << "\" ];" << std::endl;
out << "\tpl1_" << stateName.str() << " -> " << "pl2_" << stateName.str() << "_" << index << " [ label=\"" << index << "\" ];" << std::endl;
}
// Create the nodes of the probabilistic player.
storm::dd::Add<DdType, ValueType> playerPStates = filteredTransitions.toBdd().existsAbstract(currentGame->getColumnVariables()).template toAdd<ValueType>();
for (auto stateValue : playerPStates) {
out << "\tplp_";
std::stringstream stateName;
for (auto const& var : currentGame->getRowVariables()) {
if (stateValue.first.getBooleanValue(var)) {
stateName << "1";
} else {
stateName << "0";
}
}
uint_fast64_t index = abstractionInformation.decodePlayer1Choice(stateValue.first, abstractionInformation.getPlayer1VariableCount());
stateName << "_" << index;
index = abstractionInformation.decodePlayer2Choice(stateValue.first, currentGame->getPlayer2Variables().size());
out << stateName.str() << "_" << index;
out << " [ shape=\"point\", label=\"\" ];" << std::endl;
out << "\tpl2_" << stateName.str() << " -> " << "plp_" << stateName.str() << "_" << index << " [ label=\"" << index << "\" ];" << std::endl;
}
for (auto stateValue : filteredTransitions) {
std::stringstream sourceStateName;
std::stringstream successorStateName;
for (auto const& var : currentGame->getRowVariables()) {
if (stateValue.first.getBooleanValue(var)) {
sourceStateName << "1";
} else {
sourceStateName << "0";
}
}
for (auto const& var : currentGame->getColumnVariables()) {
if (stateValue.first.getBooleanValue(var)) {
successorStateName << "1";
} else {
successorStateName << "0";
}
}
uint_fast64_t pl1Index = abstractionInformation.decodePlayer1Choice(stateValue.first, abstractionInformation.getPlayer1VariableCount());
uint_fast64_t pl2Index = abstractionInformation.decodePlayer2Choice(stateValue.first, currentGame->getPlayer2Variables().size());
out << "\tplp_" << sourceStateName.str() << "_" << pl1Index << "_" << pl2Index << " -> pl1_" << successorStateName.str() << " [ label=\"" << stateValue.second << "\"];" << std::endl;
}
out << "}" << std::endl;
}
// Explicitly instantiate the class.
template class PrismMenuGameAbstractor<storm::dd::DdType::CUDD, double>;
template class PrismMenuGameAbstractor<storm::dd::DdType::Sylvan, double>;
#ifdef STORM_HAVE_CARL
template class PrismMenuGameAbstractor<storm::dd::DdType::Sylvan, storm::RationalFunction>;
#endif
}
}
}