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some more output

tempestpy_adaptions
dehnert 7 years ago
parent
commit
138c61c9e5
  1. 1
      src/storm/abstraction/StateSetAbstractor.cpp
  2. 8
      src/storm/modelchecker/abstraction/GameBasedMdpModelChecker.cpp

1
src/storm/abstraction/StateSetAbstractor.cpp

@ -52,6 +52,7 @@ namespace storm {
}
std::set<uint_fast64_t> newRelevantPredicateIndices = localExpressionInformation.getRelatedExpressions(concretePredicateVariables);
// Since the number of relevant predicates is monotonic, we can simply check for the size here.
STORM_LOG_ASSERT(newRelevantPredicateIndices.size() >= relevantPredicatesAndVariables.size(), "Illegal size of relevant predicates.");
if (newRelevantPredicateIndices.size() > relevantPredicatesAndVariables.size()) {

8
src/storm/modelchecker/abstraction/GameBasedMdpModelChecker.cpp

@ -564,7 +564,7 @@ namespace storm {
auto abstractionStart = std::chrono::high_resolution_clock::now();
storm::abstraction::MenuGame<Type, ValueType> game = abstractor->abstract();
auto abstractionEnd = std::chrono::high_resolution_clock::now();
STORM_LOG_INFO("Abstraction in iteration " << iterations << " has " << game.getNumberOfStates() << " player 1 states, " << game.getNumberOfPlayer2States() << " player 2 states, " << game.getNumberOfTransitions() << " transitions, " << game.getBottomStates().getNonZeroCount() << " bottom states, " << abstractor->getNumberOfPredicates() << " predicate(s), " << game.getTransitionMatrix().getNodeCount() << " nodes (transition matrix) (computed in " << std::chrono::duration_cast<std::chrono::milliseconds>(abstractionEnd - abstractionStart).count() << "ms).");
STORM_LOG_INFO("Abstraction in iteration " << iterations << " has " << game.getNumberOfStates() << " player 1 states (" << game.getInitialStates().getNonZeroCount() << " initial), " << game.getNumberOfPlayer2States() << " player 2 states, " << game.getNumberOfTransitions() << " transitions, " << game.getBottomStates().getNonZeroCount() << " bottom states, " << abstractor->getNumberOfPredicates() << " predicate(s), " << game.getTransitionMatrix().getNodeCount() << " nodes (transition matrix) (computed in " << std::chrono::duration_cast<std::chrono::milliseconds>(abstractionEnd - abstractionStart).count() << "ms).");
// (2) Prepare initial, constraint and target state BDDs for later use.
storm::dd::Bdd<Type> initialStates = game.getInitialStates();
@ -576,10 +576,10 @@ namespace storm {
}
// #ifdef LOCAL_DEBUG
// initialStates.template toAdd<ValueType>().exportToDot("init.dot");
// targetStates.template toAdd<ValueType>().exportToDot("target.dot");
// initialStates.template toAdd<ValueType>().exportToDot("init" + std::to_string(iterations) + ".dot");
// targetStates.template toAdd<ValueType>().exportToDot("target" + std::to_string(iterations) + ".dot");
// abstractor->exportToDot("game" + std::to_string(iterations) + ".dot", targetStates, game.getManager().getBddOne());
// game.getReachableStates().template toAdd<ValueType>().exportToDot("reach.dot");
// game.getReachableStates().template toAdd<ValueType>().exportToDot("reach" + std::to_string(iterations) + ".dot");
// #endif
std::unique_ptr<CheckResult> result;

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