@ -351,28 +351,30 @@ namespace storm {
void triangulateBeliefDynamic ( BeliefType const & belief , uint64_t const & resolution , Triangulation & result ) {
/ / Find the best resolution for this belief , i . e . , N such that the largest distance between one of the belief values to a value in { i / N | 0 ≤ i ≤ N } is minimal
uint64_t finalResolution = resolution ;
BeliefValueType finalResolutionDist = storm : : utility : : one < BeliefValueType > ( ) ;
uint64_t finalResolutionMisses = belief . size ( ) + 1 ;
/ / We don ' t need to check resolutions that are smaller than the maximal resolution divided by 2 ( as we already checked multiples of these )
for ( uint64_t currResolution = resolution ; currResolution > resolution / 2 ; - - currResolution ) {
BeliefValueType currResDist = storm : : utility : : zero < ValueType > ( ) ;
uint64_t currResMisses = 0 ;
BeliefValueType currResolutionConverted = storm : : utility : : convertNumber < BeliefValueType > ( currResolution ) ;
bool continueWithNextResolution = false ;
for ( auto const & belEntry : belief ) {
BeliefValueType product = belEntry . second * currResolutionConverted ;
BeliefValueType dist = storm : : utility : : abs < BeliefValueType > ( product - storm : : utility : : round ( product ) ) / currResolutionConverted ;
if ( dist > currResDist ) {
if ( dist > finalResolutionDist ) {
/ / This resolution is worse than a previous resolution
if ( ! cc . isZero ( product - storm : : utility : : round ( product ) ) ) {
+ + currResMisses ;
if ( currResMisses > = finalResolutionMisses ) {
/ / This resolution is not better than a previous resolution
continueWithNextResolution = true ;
break ;
}
currResDist = dist ;
}
}
STORM_LOG_ASSERT ( continueWithNextResolution | | currResDist < = finalResolutionDist , " Distance for this resolution should not be larger than a previously checked one. " ) ;
if ( ! continueWithNextResolution ) {
STORM_LOG_ASSERT ( currResMisses < finalResolutionMisses , " Distance for this resolution should not be larger than a previously checked one. " ) ;
finalResolution = currResolution ;
finalResolutionDist = currResDist ;
finalResolutionMisses = currResMisses ;
if ( currResMisses = = 0 ) {
break ;
}
}
}