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extended and enhanced debug output a bit

Former-commit-id: 1362c4b67d
tempestpy_adaptions
dehnert 8 years ago
parent
commit
23db124807
  1. 64
      src/abstraction/prism/AbstractProgram.cpp
  2. 4
      src/abstraction/prism/AbstractProgram.h
  3. 6
      src/abstraction/prism/PrismMenuGameAbstractor.cpp
  4. 4
      src/abstraction/prism/PrismMenuGameAbstractor.h
  5. 40
      src/modelchecker/abstraction/GameBasedMdpModelChecker.cpp

64
src/abstraction/prism/AbstractProgram.cpp

@ -300,12 +300,48 @@ namespace storm {
}
template <storm::dd::DdType DdType, typename ValueType>
void AbstractProgram<DdType, ValueType>::exportToDot(std::string const& filename) const {
void AbstractProgram<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 = currentGame->getReachableStates().template toAdd<ValueType>();
storm::dd::Add<DdType, ValueType> statesAsAdd = filteredReachableStates.template toAdd<ValueType>();
for (auto stateValue : statesAsAdd) {
out << "\tpl1_";
std::stringstream stateName;
@ -316,18 +352,28 @@ namespace storm {
stateName << "0";
}
}
out << stateName.str();
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";
out << "*\", margin=0, width=0, height=0, shape=\"none\"";
} else {
out << stateName.str() << "\", margin=0, width=0, height=0, shape=\"oval";
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;
out << " ];" << std::endl;
}
// Create the nodes of the second player.
storm::dd::Add<DdType, ValueType> player2States = currentGame->getTransitionMatrix().toBdd().existsAbstract(currentGame->getColumnVariables()).existsAbstract(currentGame->getPlayer2Variables()).template toAdd<ValueType>();
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;
@ -345,7 +391,7 @@ namespace storm {
}
// Create the nodes of the probabilistic player.
storm::dd::Add<DdType, ValueType> playerPStates = currentGame->getTransitionMatrix().toBdd().existsAbstract(currentGame->getColumnVariables()).template toAdd<ValueType>();
storm::dd::Add<DdType, ValueType> playerPStates = filteredTransitions.toBdd().existsAbstract(currentGame->getColumnVariables()).template toAdd<ValueType>();
for (auto stateValue : playerPStates) {
out << "\tplp_";
std::stringstream stateName;
@ -364,7 +410,7 @@ namespace storm {
out << "\tpl2_" << stateName.str() << " -> " << "plp_" << stateName.str() << "_" << index << " [ label=\"" << index << "\" ];" << std::endl;
}
for (auto stateValue : currentGame->getTransitionMatrix()) {
for (auto stateValue : filteredTransitions) {
std::stringstream sourceStateName;
std::stringstream successorStateName;
for (auto const& var : currentGame->getRowVariables()) {

4
src/abstraction/prism/AbstractProgram.h

@ -89,8 +89,10 @@ namespace storm {
* Exports the current state of the abstraction in the dot format to the given file.
*
* @param filename The name of the file to which to write the dot output.
* @param highlightStates A BDD characterizing states that will be highlighted.
* @param filter A filter that is applied to select which part of the game to export.
*/
void exportToDot(std::string const& filename) const;
void exportToDot(std::string const& filename, storm::dd::Bdd<DdType> const& highlightStates, storm::dd::Bdd<DdType> const& filter) const;
private:
/*!

6
src/abstraction/prism/PrismMenuGameAbstractor.cpp

@ -30,12 +30,12 @@ namespace storm {
}
template <storm::dd::DdType DdType, typename ValueType>
void PrismMenuGameAbstractor<DdType, ValueType>::exportToDot(std::string const& filename) const {
abstractProgram.exportToDot(filename);
void PrismMenuGameAbstractor<DdType, ValueType>::exportToDot(std::string const& filename, storm::dd::Bdd<DdType> const& highlightStates, storm::dd::Bdd<DdType> const& filter) const {
abstractProgram.exportToDot(filename, highlightStates, filter);
}
template class PrismMenuGameAbstractor<storm::dd::DdType::CUDD, double>;
template class PrismMenuGameAbstractor<storm::dd::DdType::Sylvan, double>;
}
}
}
}

4
src/abstraction/prism/PrismMenuGameAbstractor.h

@ -17,7 +17,7 @@ namespace storm {
virtual void refine(std::vector<storm::expressions::Expression> const& predicates) override;
virtual void refine(storm::dd::Bdd<DdType> const& pivotState, storm::dd::Bdd<DdType> const& player1Choice, storm::dd::Bdd<DdType> const& lowerChoice, storm::dd::Bdd<DdType> const& upperChoice) override;
void exportToDot(std::string const& filename) const;
void exportToDot(std::string const& filename, storm::dd::Bdd<DdType> const& highlightStates, storm::dd::Bdd<DdType> const& filter) const;
private:
/// The abstract program that performs the actual abstraction.
@ -26,4 +26,4 @@ namespace storm {
}
}
}
}

40
src/modelchecker/abstraction/GameBasedMdpModelChecker.cpp

@ -319,6 +319,8 @@ namespace storm {
// Then restrict the pivot states by requiring existing and different player 2 choices.
pivotStates &= ((minPlayer1Strategy || maxPlayer1Strategy) && constraint).existsAbstract(game.getNondeterminismVariables());
((minPlayer1Strategy || maxPlayer1Strategy) && constraint).existsAbstract(game.getNondeterminismVariables()).template toAdd<ValueType>().exportToDot("a.dot");
STORM_LOG_ASSERT(!pivotStates.isZero(), "Unable to refine without pivot state candidates.");
// Now that we have the pivot state candidates, we need to pick one.
@ -337,7 +339,7 @@ namespace storm {
//
// minResult.exportToDot("minresult.dot");
// maxResult.exportToDot("maxresult.dot");
pivotState.template toAdd<ValueType>().exportToDot("pivot.dot");
// pivotState.template toAdd<ValueType>().exportToDot("pivot.dot");
// pivotStateLower.exportToDot("pivot_lower.dot");
// pivotStateUpper.exportToDot("pivot_upper.dot");
// pivotStateIsMinProb0.template toAdd<ValueType>().exportToDot("pivot_is_minprob0.dot");
@ -459,7 +461,6 @@ namespace storm {
storm::abstraction::prism::PrismMenuGameAbstractor<Type, ValueType> abstractor(preprocessedProgram, initialPredicates, smtSolverFactory);
for (uint_fast64_t iterations = 0; iterations < 10000; ++iterations) {
STORM_LOG_TRACE("Starting iteration " << iterations << ".");
abstractor.exportToDot("game" + std::to_string(iterations) + ".dot");
// 1. build initial abstraction based on the the constraint expression (if not 'true') and the target state expression.
storm::abstraction::MenuGame<Type, ValueType> game = abstractor.abstract();
@ -475,6 +476,9 @@ namespace storm {
if (player1Direction == storm::OptimizationDirection::Minimize) {
targetStates |= game.getBottomStates();
}
abstractor.exportToDot("game" + std::to_string(iterations) + ".dot", targetStates, game.getManager().getBddOne());
prob01.min = computeProb01States(player1Direction, storm::OptimizationDirection::Minimize, game, transitionMatrixBdd, game.getStates(constraintExpression), targetStates);
std::unique_ptr<CheckResult> result = checkForResultAfterQualitativeCheck<Type, ValueType>(checkTask, storm::OptimizationDirection::Minimize, game.getInitialStates(), prob01.min.first.getPlayer1States(), prob01.min.second.getPlayer1States());
if (result) {
@ -557,7 +561,6 @@ namespace storm {
storm::dd::Bdd<Type> combinedMaxPlayer1QualitativeStrategies = (prob01.max.first.getPlayer1Strategy() || prob01.max.second.getPlayer1Strategy());
storm::dd::Bdd<Type> combinedMaxPlayer2QualitativeStrategies = (prob01.max.first.getPlayer2Strategy() || prob01.max.second.getPlayer2Strategy());
// Likewise, the maximal value after qualitative checking can only be 1. If it was 0, we could have
// given the result right awy.
ValueType maxValue = storm::utility::one<ValueType>();
@ -613,23 +616,6 @@ namespace storm {
// Start by extending the quantitative strategies by the qualitative ones.
//minMaybeStateResult.player1Strategy |= prob01.min.first.getPlayer1Strategy() || prob01.min.second.getPlayer1Strategy();
storm::dd::Bdd<Type> tmp = (prob01.min.first.getPlayer2Strategy().existsAbstract(game.getPlayer2Variables()) && prob01.min.second.getPlayer2Strategy().existsAbstract(game.getPlayer2Variables()));
STORM_LOG_ASSERT(tmp.isZero(), "wth?");
tmp = prob01.min.first.getPlayer2Strategy().existsAbstract(game.getPlayer2Variables()) && minMaybeStateResult.player2Strategy.existsAbstract(game.getPlayer2Variables());
if (!tmp.isZero()) {
tmp = tmp && prob01.min.first.getPlayer2Strategy().exclusiveOr(minMaybeStateResult.player2Strategy).existsAbstract(game.getPlayer2Variables());
(tmp && prob01.min.first.getPlayer2Strategy()).template toAdd<ValueType>().exportToDot("prob0_strat.dot");
(tmp && minMaybeStateResult.player2Strategy).template toAdd<ValueType>().exportToDot("maybe_strat.dot");
if (!tmp.isZero()) {
storm::dd::Add<Type, ValueType> values = (tmp.template toAdd<ValueType>() * game.getTransitionMatrix() * minResult.swapVariables(game.getRowColumnMetaVariablePairs())).sumAbstract(game.getColumnVariables());
tmp.template toAdd<ValueType>().exportToDot("illegal.dot");
minResult.exportToDot("vals.dot");
}
STORM_LOG_ASSERT(tmp.isZero(), "ddduuuudde?");
}
STORM_LOG_ASSERT(tmp.isZero(), "wth2?");
tmp = prob01.min.second.getPlayer2Strategy().existsAbstract(game.getPlayer2Variables()) && minMaybeStateResult.player2Strategy;
(minMaybeStateResult.player2Strategy && (prob01.min.first.getPlayer2Strategy() || prob01.min.second.getPlayer2Strategy())).template toAdd<ValueType>().exportToDot("strat_overlap.dot");
minMaybeStateResult.player2Strategy |= prob01.min.first.getPlayer2Strategy() || prob01.min.second.getPlayer2Strategy();
@ -642,6 +628,18 @@ namespace storm {
STORM_LOG_ASSERT(minMaybeStateResult.player2Strategy.template toAdd<ValueType>().sumAbstract(game.getPlayer2Variables()).getMax() <= 1, "Player 2 strategy for min is illegal.");
STORM_LOG_ASSERT(maxMaybeStateResult.player2Strategy.template toAdd<ValueType>().sumAbstract(game.getPlayer2Variables()).getMax() <= 1, "Player 2 strategy for max is illegal.");
// Check whether the strategies coincide over the reachable parts.
storm::dd::Bdd<Type> tmp = game.getTransitionMatrix().toBdd() && (minMaybeStateResult.player1Strategy || maxMaybeStateResult.player1Strategy) && (minMaybeStateResult.player2Strategy || maxMaybeStateResult.player2Strategy);
storm::dd::Bdd<Type> commonReach = storm::utility::dd::computeReachableStates(game.getInitialStates(), tmp.existsAbstract(game.getNondeterminismVariables()), game.getRowVariables(), game.getColumnVariables());
std::cout << "diff one? " << ((commonReach && minMaybeStateResult.player1Strategy) != (commonReach && maxMaybeStateResult.player1Strategy)) << std::endl;
std::cout << "diff one? " << ((commonReach && minMaybeStateResult.player2Strategy) != (commonReach && maxMaybeStateResult.player2Strategy)) << std::endl;
STORM_LOG_ASSERT((commonReach && minMaybeStateResult.player1Strategy) != (commonReach && maxMaybeStateResult.player1Strategy) || (commonReach && minMaybeStateResult.player2Strategy) != (commonReach && maxMaybeStateResult.player2Strategy), "The strategies fully coincide.");
abstractor.exportToDot("lowerlower" + std::to_string(iterations) + ".dot", targetStates, minMaybeStateResult.player1Strategy && minMaybeStateResult.player2Strategy);
abstractor.exportToDot("upperupper" + std::to_string(iterations) + ".dot", targetStates, maxMaybeStateResult.player1Strategy && maxMaybeStateResult.player2Strategy);
abstractor.exportToDot("common" + std::to_string(iterations) + ".dot", targetStates, (minMaybeStateResult.player1Strategy || maxMaybeStateResult.player1Strategy) && minMaybeStateResult.player2Strategy && maxMaybeStateResult.player2Strategy);
abstractor.exportToDot("both" + std::to_string(iterations) + ".dot", targetStates, (minMaybeStateResult.player1Strategy || maxMaybeStateResult.player1Strategy) && (minMaybeStateResult.player2Strategy || maxMaybeStateResult.player2Strategy));
refineAfterQuantitativeCheck(abstractor, game, minResult, maxResult, prob01, std::make_pair(minMaybeStateResult.player1Strategy, minMaybeStateResult.player2Strategy), std::make_pair(maxMaybeStateResult.player1Strategy, maxMaybeStateResult.player2Strategy), transitionMatrixBdd);
}
}
@ -688,4 +686,4 @@ namespace storm {
template class GameBasedMdpModelChecker<storm::dd::DdType::Sylvan, storm::models::symbolic::Mdp<storm::dd::DdType::Sylvan, double>>;
}
}
}
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