@ -319,8 +319,6 @@ 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.
  
			
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
				@ -339,7 +337,7 @@ 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");
  
			
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
				@ -477,7 +475,7 @@ namespace storm { 
			
		
	
		
			
				
					                    targetStates  | =  game . getBottomStates ( ) ;  
			
		
	
		
			
				
					                }  
			
		
	
		
			
				
									 
			
		
	
		
			
				
					                 abstractor . exportToDot ( " game "  +  std : : to_string ( iterations )  +  " .dot " ,  targetStates ,  game . getManager ( ) . getBddOne ( ) ) ;  
			
		
	
		
			
				
									 abstractor . exportToDot ( " game "  +  std : : to_string ( iterations )  +  " .dot " ) ;  
			
		
	
		
			
				
									 
			
		
	
		
			
				
					                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 ( ) ) ;  
			
		
	
	
		
			
				
					
						
							
								 
						
						
							
								 
						
						
					 
				
				@ -617,6 +615,23 @@ 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();
  
			
		
	
		
			
				
					                    //maxMaybeStateResult.player1Strategy |= prob01.max.first.getPlayer1Strategy() || prob01.max.second.getPlayer1Strategy();
  
			
		
	
	
		
			
				
					
						
						
						
							
								 
						
					 
				
				@ -628,17 +643,17 @@ 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 ) ) ;  
			
		
	
		
			
				
										 // 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 ) ;  
			
		
	
		
			
				
					                }