diff --git a/src/storm/utility/policyguessing.cpp b/src/storm/utility/policyguessing.cpp deleted file mode 100644 index 5949a4047..000000000 --- a/src/storm/utility/policyguessing.cpp +++ /dev/null @@ -1,424 +0,0 @@ -#include <stdint.h> - -#include "storm/utility/policyguessing.h" - -#include "storm/utility/macros.h" -#include "storm/utility/solver.h" -#include "storm/solver/LinearEquationSolver.h" -#include "storm/solver/GmmxxLinearEquationSolver.h" -#include "graph.h" -#include "ConstantsComparator.h" - -namespace storm { - namespace utility{ - namespace policyguessing { - - template <typename ValueType> - void solveGame( storm::solver::GameSolver<ValueType>& solver, - std::vector<ValueType>& x, - std::vector<ValueType> const& b, - OptimizationDirection player1Goal, - OptimizationDirection player2Goal, - storm::storage::TotalScheduler& player1Scheduler, - storm::storage::TotalScheduler& player2Scheduler, - storm::storage::BitVector const& targetChoices, - ValueType const& prob0Value - ){ - - storm::storage::SparseMatrix<ValueType> inducedA; - std::vector<ValueType> inducedB; - storm::storage::BitVector probGreater0States; - getInducedEquationSystem(solver, b, player1Scheduler, player2Scheduler, targetChoices, inducedA, inducedB, probGreater0States); - - solveLinearEquationSystem(inducedA, x, inducedB, probGreater0States, prob0Value, solver.getPrecision(), solver.getRelative()); - - solver.setTrackScheduler(); - bool resultCorrect = false; - while(!resultCorrect){ - solver.solveGame(player1Goal, player2Goal, x, b); - player1Scheduler = solver.getPlayer1Scheduler(); - player2Scheduler = solver.getPlayer2Scheduler(); - - //Check if the policies makes choices that lead to states from which no target state is reachable ("prob0"-states). - getInducedEquationSystem(solver, b, player1Scheduler, player2Scheduler, targetChoices, inducedA, inducedB, probGreater0States); - resultCorrect = checkAndFixScheduler(solver, x, b, player1Scheduler, player2Scheduler, targetChoices, inducedA, inducedB, probGreater0States); - if(!resultCorrect){ - //If the Scheduler could not be fixed, it indicates that our guessed values were to high. - STORM_LOG_WARN("Policies could not be fixed. Restarting Gamesolver. "); - solveLinearEquationSystem(inducedA, x, inducedB, probGreater0States, prob0Value, solver.getPrecision(), solver.getRelative()); - //x = std::vector<ValueType>(x.size(), storm::utility::zero<ValueType>()); - } - } - } - - template <typename ValueType> - void solveMinMaxLinearEquationSystem( storm::solver::MinMaxLinearEquationSolver<ValueType>& solver, - storm::storage::SparseMatrix<ValueType> const& A, - std::vector<ValueType>& x, - std::vector<ValueType> const& b, - OptimizationDirection goal, - storm::storage::TotalScheduler& scheduler, - storm::storage::BitVector const& targetChoices, - ValueType const& prob0Value - ){ - storm::storage::SparseMatrix<ValueType> inducedA; - std::vector<ValueType> inducedB; - storm::storage::BitVector probGreater0States; - getInducedEquationSystem(A, b, scheduler, targetChoices, inducedA, inducedB, probGreater0States); - solveLinearEquationSystem(inducedA, x, inducedB, probGreater0States, prob0Value, solver.getPrecision(), solver.getRelative()); - - solver.setTrackScheduler(); - solver.setCachingEnabled(true); - bool resultCorrect = false; - while(!resultCorrect){ - solver.solveEquations(goal, x, b); - scheduler = std::move(*solver.getScheduler()); - - //Check if the Scheduler makes choices that lead to states from which no target state is reachable ("prob0"-states). - getInducedEquationSystem(A, b, scheduler, targetChoices, inducedA, inducedB, probGreater0States); - resultCorrect = checkAndFixScheduler(A, x, b, scheduler, targetChoices, solver.getPrecision(), solver.getRelative(), inducedA, inducedB, probGreater0States); - - if(!resultCorrect){ - //If the Scheduler could not be fixed, it indicates that our guessed values were to high. - STORM_LOG_WARN("Scheduler could not be fixed. Restarting MinMaxsolver." ); - solveLinearEquationSystem(inducedA, x, inducedB, probGreater0States, prob0Value, solver.getPrecision(), solver.getRelative()); - } - } - - - } - - template <typename ValueType> - void getInducedEquationSystem(storm::solver::GameSolver<ValueType> const& solver, - std::vector<ValueType> const& b, - storm::storage::TotalScheduler const& player1Scheduler, - storm::storage::TotalScheduler const& player2Scheduler, - storm::storage::BitVector const& targetChoices, - storm::storage::SparseMatrix<ValueType>& inducedA, - std::vector<ValueType>& inducedB, - storm::storage::BitVector& probGreater0States - ){ - uint_fast64_t numberOfPlayer1States = solver.getPlayer1Matrix().getRowGroupCount(); - - //Get the rows of the player2matrix that are selected by the policies - //Note that rows can be selected more then once and in an arbitrary order. - std::vector<storm::storage::sparse::state_type> selectedRows(numberOfPlayer1States); - for (uint_fast64_t pl1State = 0; pl1State < numberOfPlayer1States; ++pl1State){ - auto const& pl1Row = solver.getPlayer1Matrix().getRow(solver.getPlayer1Matrix().getRowGroupIndices()[pl1State] + player1Scheduler.getChoice(pl1State)); - STORM_LOG_ASSERT(pl1Row.getNumberOfEntries()==1, ""); - uint_fast64_t pl2State = pl1Row.begin()->getColumn(); - selectedRows[pl1State] = solver.getPlayer2Matrix().getRowGroupIndices()[pl2State] + player2Scheduler.getChoice(pl2State); - } - //Get the matrix A, vector b, and the targetStates induced by this selection - inducedA = solver.getPlayer2Matrix().selectRowsFromRowIndexSequence(selectedRows, false); - inducedB = std::vector<ValueType>(numberOfPlayer1States); - storm::utility::vector::selectVectorValues<ValueType>(inducedB, selectedRows, b); - storm::storage::BitVector inducedTarget(numberOfPlayer1States, false); - for (uint_fast64_t pl1State = 0; pl1State < numberOfPlayer1States; ++pl1State){ - if(targetChoices.get(selectedRows[pl1State])){ - inducedTarget.set(pl1State); - } - } - //Find the states from which no target state is reachable. - probGreater0States = storm::utility::graph::performProbGreater0(inducedA.transpose(), storm::storage::BitVector(numberOfPlayer1States, true), inducedTarget); - } - - - template <typename ValueType> - void getInducedEquationSystem(storm::storage::SparseMatrix<ValueType> const& A, - std::vector<ValueType> const& b, - storm::storage::TotalScheduler const& scheduler, - storm::storage::BitVector const& targetChoices, - storm::storage::SparseMatrix<ValueType>& inducedA, - std::vector<ValueType>& inducedB, - storm::storage::BitVector& probGreater0States - ){ - uint_fast64_t numberOfStates = A.getRowGroupCount(); - - //Get the matrix A, vector b, and the targetStates induced by the Scheduler - std::vector<storm::storage::sparse::state_type> selectedRows(numberOfStates); - for(uint_fast64_t stateIndex = 0; stateIndex < numberOfStates; ++stateIndex){ - selectedRows[stateIndex] = (scheduler.getChoice(stateIndex)); - } - inducedA = A.selectRowsFromRowGroups(selectedRows, false); - inducedB = std::vector<ValueType>(numberOfStates); - storm::utility::vector::selectVectorValues<ValueType>(inducedB, selectedRows, A.getRowGroupIndices(), b); - storm::storage::BitVector inducedTarget(numberOfStates, false); - for (uint_fast64_t state = 0; state < numberOfStates; ++state){ - if(targetChoices.get(A.getRowGroupIndices()[state] + scheduler.getChoice(state))){ - inducedTarget.set(state); - } - } - //Find the states from which no target state is reachable. - probGreater0States = storm::utility::graph::performProbGreater0(inducedA.transpose(), storm::storage::BitVector(numberOfStates, true), inducedTarget); - } - - template<typename ValueType> - void solveLinearEquationSystem(storm::storage::SparseMatrix<ValueType>const& A, - std::vector<ValueType>& x, - std::vector<ValueType> const& b, - storm::storage::BitVector const& probGreater0States, - ValueType const& prob0Value, - ValueType const& precision, - bool relative - ){ - //Get the submatrix/subvector A,x, and b and invoke linear equation solver - storm::storage::SparseMatrix<ValueType> subA = A.getSubmatrix(true, probGreater0States, probGreater0States, true); - storm::storage::SparseMatrix<ValueType> eqSysA(subA); - eqSysA.convertToEquationSystem(); - std::vector<ValueType> subX(probGreater0States.getNumberOfSetBits()); - storm::utility::vector::selectVectorValues(subX, probGreater0States, x); - std::vector<ValueType> subB(probGreater0States.getNumberOfSetBits()); - storm::utility::vector::selectVectorValues(subB, probGreater0States, b); - - std::unique_ptr<storm::solver::GmmxxLinearEquationSolver<ValueType>> linEqSysSolver(static_cast<storm::solver::GmmxxLinearEquationSolver<ValueType>*>(storm::solver::GmmxxLinearEquationSolverFactory<ValueType>().create(eqSysA).release())); - linEqSysSolver->setCachingEnabled(true); - auto eqSettings = linEqSysSolver->getSettings(); - eqSettings.setRelativeTerminationCriterion(relative); - eqSettings.setMaximalNumberOfIterations(500); - linEqSysSolver->setSettings(eqSettings); - std::size_t iterations = 0; - std::vector<ValueType> copyX(subX.size()); - ValueType precisionChangeFactor = storm::utility::one<ValueType>(); - do { - eqSettings.setPrecision(eqSettings.getPrecision() * precisionChangeFactor); - linEqSysSolver->setSettings(eqSettings); - if(!linEqSysSolver->solveEquations(subX, subB)){ - // break; //Solver did not converge.. so we have to go on with the current solution. - } - subA.multiplyWithVector(subX,copyX); - storm::utility::vector::addVectors(copyX, subB, copyX); // = Ax + b - ++iterations; - - precisionChangeFactor = storm::utility::convertNumber<ValueType>(0.5); - } while(!storm::utility::vector::equalModuloPrecision(subX, copyX, precision*0.5, relative) && iterations<60); - - STORM_LOG_WARN_COND(iterations<60, "Solving linear equation system did not yield a precise result"); - - STORM_LOG_DEBUG("Required to increase the precision " << iterations << " times in order to obtain a precise result"); - //fill in the result - storm::utility::vector::setVectorValues(x, probGreater0States, subX); - storm::utility::vector::setVectorValues(x, (~probGreater0States), prob0Value); - } - - - template <typename ValueType> - bool checkAndFixScheduler(storm::solver::GameSolver<ValueType> const& solver, - std::vector<ValueType> const& x, - std::vector<ValueType> const& b, - storm::storage::TotalScheduler& player1Scheduler, - storm::storage::TotalScheduler& player2Scheduler, - storm::storage::BitVector const& targetChoices, - storm::storage::SparseMatrix<ValueType>& inducedA, - std::vector<ValueType>& inducedB, - storm::storage::BitVector& probGreater0States - ){ - if(probGreater0States.getNumberOfSetBits() == probGreater0States.size()) return true; - - bool schedulerChanged = true; - while(schedulerChanged){ - /* - * Lets try to fix the issue by doing other choices that are equally good. - * We change the Scheduler in a state if the following conditions apply: - * 1. The current choice does not lead to target - * 2. There is another choice that leads to target - * 3. The value of that choice is equal to the value of the choice given by the Scheduler - * Note that the values of the result will not change this way. - * We do this until the Scheduler does not change anymore - */ - schedulerChanged = false; - //Player 1: - for(uint_fast64_t pl1State=0; pl1State < solver.getPlayer1Matrix().getRowGroupCount(); ++pl1State){ - uint_fast64_t pl1RowGroupIndex = solver.getPlayer1Matrix().getRowGroupIndices()[pl1State]; - //Check 1.: The current choice does not lead to target - if(!probGreater0States.get(pl1State)){ - //1. Is satisfied. Check 2.: There is another choice that leads to target - ValueType choiceValue = x[pl1State]; - for(uint_fast64_t otherChoice = 0; otherChoice < solver.getPlayer1Matrix().getRowGroupSize(pl1State); ++otherChoice){ - if(otherChoice == player1Scheduler.getChoice(pl1State)) continue; - //the otherChoice selects a player2 state in which player2 makes his choice (according to the player2Scheduler). - uint_fast64_t pl2State = solver.getPlayer1Matrix().getRow(pl1RowGroupIndex + otherChoice).begin()->getColumn(); - uint_fast64_t pl2Row = solver.getPlayer2Matrix().getRowGroupIndices()[pl2State] + player2Scheduler.getChoice(pl2State); - if(rowLeadsToTarget(pl2Row, solver.getPlayer2Matrix(), targetChoices, probGreater0States)){ - //2. is satisfied. Check 3. The value of that choice is equal to the value of the choice given by the Scheduler - ValueType otherValue = solver.getPlayer2Matrix().multiplyRowWithVector(pl2Row, x) + b[pl2Row]; - if(storm::utility::vector::equalModuloPrecision(choiceValue, otherValue, solver.getPrecision(), solver.getRelative())){ - //3. is satisfied. - player1Scheduler.setChoice(pl1State, otherChoice); - probGreater0States.set(pl1State); - schedulerChanged = true; - break; //no need to check other choices - } - } - } - } - } - //update probGreater0States - probGreater0States = storm::utility::graph::performProbGreater0(inducedA.transpose(), storm::storage::BitVector(probGreater0States.size(), true), probGreater0States); - //Player 2: - for(uint_fast64_t pl2State=0; pl2State < solver.getPlayer2Matrix().getRowGroupCount(); ++pl2State){ - uint_fast64_t pl2RowGroupIndex = solver.getPlayer2Matrix().getRowGroupIndices()[pl2State]; - //Check 1.: The current choice does not lead to target - if(!rowLeadsToTarget(pl2RowGroupIndex + player2Scheduler.getChoice(pl2State), solver.getPlayer2Matrix(), targetChoices, probGreater0States)){ - //1. Is satisfied. Check 2. There is another choice that leads to target - ValueType choiceValue = solver.getPlayer2Matrix().multiplyRowWithVector(pl2RowGroupIndex + player2Scheduler.getChoice(pl2State), x) + b[pl2RowGroupIndex + player2Scheduler.getChoice(pl2State)]; - for(uint_fast64_t otherChoice = 0; otherChoice < solver.getPlayer2Matrix().getRowGroupSize(pl2State); ++otherChoice){ - if(otherChoice == player2Scheduler.getChoice(pl2State)) continue; - if(rowLeadsToTarget(pl2RowGroupIndex + otherChoice, solver.getPlayer2Matrix(), targetChoices, probGreater0States)){ - //2. is satisfied. Check 3. The value of that choice is equal to the value of the choice given by the Scheduler - ValueType otherValue = solver.getPlayer2Matrix().multiplyRowWithVector(pl2RowGroupIndex + otherChoice, x) + b[pl2RowGroupIndex + otherChoice]; - if(storm::utility::vector::equalModuloPrecision(choiceValue, otherValue, solver.getPrecision(), solver.getRelative())){ - //3. is satisfied. - player2Scheduler.setChoice(pl2State, otherChoice); - schedulerChanged = true; - break; //no need to check other choices - } - } - } - } - } - - //update probGreater0States - getInducedEquationSystem(solver, b, player1Scheduler, player2Scheduler, targetChoices, inducedA, inducedB, probGreater0States); - if(probGreater0States.getNumberOfSetBits() == probGreater0States.size()){ - return true; - } - } - //Reaching this point means that the Scheduler does not change anymore and we could not fix it. - return false; - } - - template <typename ValueType> - bool checkAndFixScheduler(storm::storage::SparseMatrix<ValueType> const& A, - std::vector<ValueType> const& x, - std::vector<ValueType> const& b, - storm::storage::TotalScheduler& scheduler, - storm::storage::BitVector const& targetChoices, - ValueType const& precision, bool relative, - storm::storage::SparseMatrix<ValueType>& inducedA, - std::vector<ValueType>& inducedB, - storm::storage::BitVector& probGreater0States - ){ - if(probGreater0States.getNumberOfSetBits() == probGreater0States.size()) return true; - - bool schedulerChanged = true; - while(schedulerChanged){ - /* - * Lets try to fix the issue by doing other choices that are equally good. - * We change the Scheduler in a state if the following conditions apply: - * 1. The current choice does not lead to target - * 2. There is another choice that leads to target - * 3. The value of that choice is equal to the value of the choice given by the Scheduler - * Note that the values of the result will not change this way. - * We do this unil the Scheduler does not change anymore - */ - schedulerChanged = false; - for(uint_fast64_t state=0; state < A.getRowGroupCount(); ++state){ - uint_fast64_t rowGroupIndex = A.getRowGroupIndices()[state]; - //Check 1.: The current choice does not lead to target - if(!probGreater0States.get(state)){ - //1. Is satisfied. Check 2.: There is another choice that leads to target - ValueType choiceValue = x[state]; - for(uint_fast64_t otherChoice = 0; otherChoice < A.getRowGroupSize(state); ++otherChoice){ - if(otherChoice == scheduler.getChoice(state)) continue; - if(rowLeadsToTarget(rowGroupIndex + otherChoice, A, targetChoices, probGreater0States)){ - //2. is satisfied. Check 3. The value of that choice is equal to the value of the choice given by the Scheduler - ValueType otherValue = A.multiplyRowWithVector(rowGroupIndex + otherChoice, x) + b[rowGroupIndex + otherChoice]; - if(storm::utility::vector::equalModuloPrecision(choiceValue, otherValue, precision, !relative)){ - //3. is satisfied. - scheduler.setChoice(state, otherChoice); - probGreater0States.set(state); - schedulerChanged = true; - break; //no need to check other choices - } - } - } - } - } - - //update probGreater0States and equation system - getInducedEquationSystem(A, b, scheduler, targetChoices, inducedA, inducedB, probGreater0States); - if(probGreater0States.getNumberOfSetBits() == probGreater0States.size()){ - return true; - } - } - //Reaching this point means that the Scheduler does not change anymore and we could not fix it. - return false; - } - - - template void solveGame<double>( storm::solver::GameSolver<double>& solver, - std::vector<double>& x, - std::vector<double> const& b, - OptimizationDirection player1Goal, - OptimizationDirection player2Goal, - storm::storage::TotalScheduler& player1Scheduler, - storm::storage::TotalScheduler& player2Scheduler, - storm::storage::BitVector const& targetChoices, - double const& prob0Value - ); - - template void solveMinMaxLinearEquationSystem<double>( storm::solver::MinMaxLinearEquationSolver<double>& solver, - storm::storage::SparseMatrix<double> const& A, - std::vector<double>& x, - std::vector<double> const& b, - OptimizationDirection goal, - storm::storage::TotalScheduler& Scheduler, - storm::storage::BitVector const& targetChoices, - double const& prob0Value - ); - - template void getInducedEquationSystem<double>(storm::solver::GameSolver<double> const& solver, - std::vector<double> const& b, - storm::storage::TotalScheduler const& player1Scheduler, - storm::storage::TotalScheduler const& player2Scheduler, - storm::storage::BitVector const& targetChoices, - storm::storage::SparseMatrix<double>& inducedA, - std::vector<double>& inducedB, - storm::storage::BitVector& probGreater0States - ); - - template void getInducedEquationSystem<double>(storm::storage::SparseMatrix<double>const& A, - std::vector<double> const& b, - storm::storage::TotalScheduler const& scheduler, - storm::storage::BitVector const& targetChoices, - storm::storage::SparseMatrix<double>& inducedA, - std::vector<double>& inducedB, - storm::storage::BitVector& probGreater0States - ); - - template void solveLinearEquationSystem<double>(storm::storage::SparseMatrix<double>const& A, - std::vector<double>& x, - std::vector<double> const& b, - storm::storage::BitVector const& probGreater0States, - double const& prob0Value, - double const& precision, - bool relative - ); - - template bool checkAndFixScheduler<double>(storm::solver::GameSolver<double> const& solver, - std::vector<double> const& x, - std::vector<double> const& b, - storm::storage::TotalScheduler& player1Scheduler, - storm::storage::TotalScheduler& player2Scheduler, - storm::storage::BitVector const& targetChoices, - storm::storage::SparseMatrix<double>& inducedA, - std::vector<double>& inducedB, - storm::storage::BitVector& probGreater0States - ); - - template bool checkAndFixScheduler<double>(storm::storage::SparseMatrix<double> const& A, - std::vector<double> const& x, - std::vector<double> const& b, - storm::storage::TotalScheduler& scheduler, - storm::storage::BitVector const& targetChoices, - double const& precision, - bool relative, - storm::storage::SparseMatrix<double>& inducedA, - std::vector<double>& inducedB, - storm::storage::BitVector& probGreater0States - ); - - } - } -} diff --git a/src/storm/utility/policyguessing.h b/src/storm/utility/policyguessing.h deleted file mode 100644 index 29a2d0ca0..000000000 --- a/src/storm/utility/policyguessing.h +++ /dev/null @@ -1,254 +0,0 @@ -/* - * File: Regions.h - * Author: Tim Quatmann - * - * Created on November 16, 2015, - * - * This file provides functions to apply a solver on a nondeterministic model or a two player game. - * However, schedulers are used to compute an initial guess which will (hopefully) speed up the value iteration techniques. - */ - - -#ifndef STORM_UTILITY_POLICYGUESSING_H -#define STORM_UTILITY_POLICYGUESSING_H - -#include "storm/solver/GameSolver.h" -#include "storm/solver/MinMaxLinearEquationSolver.h" -#include "storm/solver/OptimizationDirection.h" -#include "storm/utility/vector.h" -#include "storm/storage/BitVector.h" -#include "storm/storage/sparse/StateType.h" -#include "storm/storage/SparseMatrix.h" -#include "storm/storage/TotalScheduler.h" - -namespace storm { - namespace utility{ - namespace policyguessing { - - /*! - * invokes the given game solver. - * - * The given schedulers for player 1 and player 2 will serve as initial guess. - * A linear equation system defined by the induced Matrix A and vector b is solved before - * solving the actual game. - * Note that, depending on the schedulers, the qualitative properties of the graph defined by A - * might be different to the original graph of the game. - * To ensure a unique solution, we need to filter out the "prob0"-states. - * To identify these states and set the result for them correctly, it is necessary to know whether rewards or probabilities are to be computed - * - * @param solver the solver to be invoked - * @param player1Goal Sets whether player 1 wants to minimize or maximize. - * @param player2Goal Sets whether player 2 wants to minimize or maximize. - * @param x The initial guess of the solution. - * @param b The vector to add after matrix-vector multiplication. - * @param player1Scheduler A Scheduler that selects rows in every rowgroup of player1. This will be used as an initial guess - * @param player2Scheduler A Scheduler that selects rows in every rowgroup of player2. This will be used as an initial guess - * @param targetChoices marks the choices in the player2 matrix that have a positive probability to lead to a target state - * @param prob0Value the value that, after Scheduler instantiation, is assigned to the states that have probability zero to reach a target - * @return The solution vector in the form of the vector x as well as the two schedulers. - */ - template<typename ValueType> - void solveGame( storm::solver::GameSolver<ValueType>& solver, - std::vector<ValueType>& x, - std::vector<ValueType> const& b, - OptimizationDirection player1Goal, - OptimizationDirection player2Goal, - storm::storage::TotalScheduler& player1Scheduler, - storm::storage::TotalScheduler& player2Scheduler, - storm::storage::BitVector const& targetChoices, - ValueType const& prob0Value - ); - - /*! - * invokes the given MinMaxLinearEquationSolver. - * - * The given Scheduler will serve as an initial guess. - * A linear equation system defined by the induced Matrix A and vector b is solved before - * solving the actual MinMax equation system. - * Note that, depending on the Scheduler, the qualitative properties of the graph defined by A - * might be different to the original graph. - * To ensure a unique solution, we need to filter out the "prob0"-states. - * To identify these states and set the result for them correctly, it is necessary to know whether rewards or probabilities are to be computed - * - * @param solver the solver that contains the matrix - * @param A The matrix itself - * @param x The initial guess of the solution. - * @param b The vector to add after matrix-vector multiplication. - * @param goal Sets whether we want to minimize or maximize. - * @param Scheduler A Scheduler that selects rows in every rowgroup. - * @param targetChoices marks the rows in the matrix that have a positive probability to lead to a target state - * @param prob0Value the value that is assigned to the states that have probability zero to reach a target - * @return The solution vector in the form of the vector x. - */ - template<typename ValueType> - void solveMinMaxLinearEquationSystem( storm::solver::MinMaxLinearEquationSolver<ValueType>& solver, - storm::storage::SparseMatrix<ValueType> const& A, - std::vector<ValueType>& x, - std::vector<ValueType> const& b, - OptimizationDirection goal, - storm::storage::TotalScheduler& Scheduler, - storm::storage::BitVector const& targetChoices, - ValueType const& prob0Value - ); - - /*! - * Constructs the equation system defined by the matrix inducedA and vector inducedB that result from applying - * the given schedulers to the matrices of the two players and the given b. - * - * Note that, depending on the schedulers, the qualitative properties of the graph defined by inducedA - * might be different to the original graph. - * - * @param solver the solver that contains the two player matrices - * @param b The vector in which to select the entries of the right hand side - * @param player1Scheduler A Scheduler that selects rows in every rowgroup of player1. - * @param player2Scheduler A Scheduler that selects rows in every rowgroup of player2. - * @param targetChoices marks the choices in the player2 matrix that have a positive probability to lead to a target state - * @param inducedA the Matrix for the resulting equation system - * @param inducedB the Vector for the resulting equation system - * @param probGreater0States marks the states which have a positive probability to lead to a target state - * @return Induced A, b and targets - */ - template<typename ValueType> - void getInducedEquationSystem(storm::solver::GameSolver<ValueType> const& solver, - std::vector<ValueType> const& b, - storm::storage::TotalScheduler const& player1Scheduler, - storm::storage::TotalScheduler const& player2Scheduler, - storm::storage::BitVector const& targetChoices, - storm::storage::SparseMatrix<ValueType>& inducedA, - std::vector<ValueType>& inducedB, - storm::storage::BitVector& probGreater0States - ); - - /*! - * Constructs the equation system defined by the matrix inducedA and vector inducedB that result from applying - * the given Scheduler to the matrix from the given solver and the given b. - * - * Note that, depending on the schedulers, the qualitative properties of the graph defined by inducedA - * might be different to the original graph. - * - * @param A the matrix - * @param b The vector in which to select the entries of the right hand side - * @param Scheduler A Scheduler that selects rows in every rowgroup. - * @param targetChoices marks the choices in the player2 matrix that have a positive probability to lead to a target state - * @param inducedA the Matrix for the resulting equation system - * @param inducedB the Vector for the resulting equation system - * @param probGreater0States marks the states which have a positive probability to lead to a target state - * @return Induced A, b and targets - */ - template<typename ValueType> - void getInducedEquationSystem(storm::storage::SparseMatrix<ValueType> const& A, - std::vector<ValueType> const& b, - storm::storage::TotalScheduler const& scheduler, - storm::storage::BitVector const& targetChoices, - storm::storage::SparseMatrix<ValueType>& inducedA, - std::vector<ValueType>& inducedB, - storm::storage::BitVector& probGreater0States - ); - - /*! - * Solves the given equation system. - * - * It is not assumed that qualitative properties of the Graph defined by A have been checked, yet. - * However, actual target states are already filtered out. - * To ensure a unique solution, we also need to filter out the "prob0"-states. - * - * If the result does not satisfy "Ax+b = x (modulo precision)", the solver is executed - * again with increased precision. - * - * @param A the matrix of the equation system - * @param x The initial guess of the solution. - * @param b The vector of the equation system - * @param targetChoices marks the rows in the matrix that have a positive probability to lead to a target state - * @param prob0Value the value that is assigned to the states that have probability zero to reach a target - * @param const& precision The precision to be used by the solver - * @param relative sets whether to consider relative errors - * @return The solution vector in the form of the vector x. - */ - template<typename ValueType> - void solveLinearEquationSystem(storm::storage::SparseMatrix<ValueType>const& A, - std::vector<ValueType>& x, - std::vector<ValueType> const& b, - storm::storage::BitVector const& probGreater0States, - ValueType const& prob0Value, - ValueType const& precision, - bool relative - ); - - /*! - * Checks if the given schedulers make choices that lead to states from which no target state is reachable ("prob0"-states). - * This can happen when value iteration is applied and there are multiple choices with the same value - * (e.g. a state that allows to chose a selfloop with probability one) - * - * If the schedulers are changed, they are updated accordingly (as well as the given inducedA, inducedB and probGreater0States) - * - * @param solver the solver that contains the two player matrices - * @param x the solution vector (the result from value iteration) - * @param b The vector in which to select the entries of the right hand side - * @param player1Scheduler A Scheduler that selects rows in every rowgroup of player1. - * @param player2Scheduler A Scheduler that selects rows in every rowgroup of player2. - * @param targetChoices marks the choices in the player2 matrix that have a positive probability to lead to a target state - * @param inducedA the Matrix for the equation system - * @param inducedB the Vector for the equation system - * @param probGreater0States marks the states which have a positive probability to lead to a target state - * @return true iff there are no more prob0-states. Also changes the given schedulers accordingly - */ - template<typename ValueType> - bool checkAndFixScheduler(storm::solver::GameSolver<ValueType> const& solver, - std::vector<ValueType> const& x, - std::vector<ValueType> const& b, - storm::storage::TotalScheduler& player1Scheduler, - storm::storage::TotalScheduler& player2Scheduler, - storm::storage::BitVector const& targetChoices, - storm::storage::SparseMatrix<ValueType>& inducedA, - std::vector<ValueType>& inducedB, - storm::storage::BitVector& probGreater0States - ); - - /*! - * Checks if the given schedulers make choices that lead to states from which no target state is reachable ("prob0"-states). - * This can happen when value iteration is applied and there are multiple choices with the same value - * (e.g. a state that allows to chose a selfloop with probability one) - * - * If the schedulers are changed, they are updated accordingly (as well as the given inducedA, inducedB and probGreater0States) - * - * @param A the matrix - * @param x the solution vector (the result from value iteration) - * @param b The vector in which to select the entries of the right hand side - * @param Scheduler A Scheduler that selects rows in every rowgroup. - * @param targetChoices marks the choices in the player2 matrix that have a positive probability to lead to a target state - * @param inducedA the Matrix for the equation system - * @param probGreater0States marks the states which have a positive probability to lead to a target state - * @return true iff there are no more prob0-states. Also changes the given schedulers accordingly - */ - template<typename ValueType> - bool checkAndFixScheduler(storm::storage::SparseMatrix<ValueType> const& A, - std::vector<ValueType> const& x, - std::vector<ValueType> const& b, - storm::storage::TotalScheduler& Scheduler, - storm::storage::BitVector const& targetChoices, - ValueType const& precision, - bool relative, - storm::storage::SparseMatrix<ValueType>& inducedA, - std::vector<ValueType>& inducedB, - storm::storage::BitVector& probGreater0States - ); - - //little helper function - template<typename ValueType> - bool rowLeadsToTarget(uint_fast64_t row, - storm::storage::SparseMatrix<ValueType> const& matrix, - storm::storage::BitVector const& targetChoices, - storm::storage::BitVector const& probGreater0States){ - if(targetChoices.get(row)) return true; - for(auto const& successor : matrix.getRow(row)){ - if(probGreater0States.get(successor.getColumn())) return true; - } - return false; - } - } - } -} - - -#endif /* STORM_UTILITY_REGIONS_H */ -